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Mutant Crawl Classics #13: Into the Glowing Depths
by A customer [Verified Purchaser] Date Added: 11/30/2024 12:36:28

Ran this recently and our group had a blast. The underwater setting, base provides for a memorable location. My players were absolutely paranoid about Sheshma so that added suspense throughout and overall just a fun interesting module. My favourite of the MCC modules I've read and run so far.



Rating:
[5 of 5 Stars!]
Mutant Crawl Classics #13: Into the Glowing Depths
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Dungeon Crawl Classics Lankhmar Boxed Set
by Mick [Verified Purchaser] Date Added: 11/05/2024 17:48:12

Wow. It is hard to explain how complete this is. The contents include a GM guide, players guide, a lore guide, an adventure, and both a world and city map. The print number version of the map is worth the money. I can't wait to play. Goodman is truly one of the best publishers.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics Lankhmar Boxed Set
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Dungeon Crawl Classics #101: The Veiled Vaults of the Onyx Queen
by A customer [Verified Purchaser] Date Added: 10/05/2024 11:03:33

Party attempt to escape a death trap in the royal vaults. Classic set-up, atmospheric. Some very good riddles, excellent use of illustrations/handouts: easy for the referee to describe; not too challenging for the players. Well-crafted magic items. More generous with treasure than some DCC funnels. A welcome aspect is dungeon exploration.

Some possible improvements. Opponents could be more varied; somewhat overwritten; I'd recommend Queen Yoros is given a ranged spell for the climactic encounter. Would be better to gather maps at the end: some room descriptions for areas on the page 7 map are on the reverse page.

In play, two party victories by killing the Queen, the former a close run thing.

Recommended.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #101: The Veiled Vaults of the Onyx Queen
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VTT Map+Token Pack: DCC #67: Sailors on the Starless Sea
by Brian [Verified Purchaser] Date Added: 09/27/2024 12:58:45

I was pretty disappointed, the formatting for the tokens is ugly (they're basically just squares), I didn't really like the art choices, and the maps have this bright watercolor aesthetic that doesn't really match what they're depicting and lacks any real atmosphere or detail. Also they're really hard to match to a grid in a VTT, each map has a different grid size that you just have to figure out. I feel like if you're paying 5 dollars it should work better out of the box and the tokens should be formatted so they look good, if I just wanted a map I could just copy-paste and figure out how to make it work on my own I could just use one of the free fan-made SotSS maps that are floating around.



Rating:
[2 of 5 Stars!]
VTT Map+Token Pack: DCC #67: Sailors on the Starless Sea
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Dungeon Crawl Classics RPG (DCC RPG)
by Jérémie [Verified Purchaser] Date Added: 09/06/2024 13:30:51

Simply the greatest TTRPG to ever exist. So much care and love was put into this and you can feel it in every single page.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics RPG (DCC RPG)
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Dungeon Crawl Classics RPG (DCC RPG)
by John [Verified Purchaser] Date Added: 09/05/2024 22:24:39

I have been running this for 8 weeks, my players love it.



Rating:
[5 of 5 Stars!]
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Dungeon Crawl Classics Dying Earth
by Mr P [Verified Purchaser] Date Added: 08/28/2024 15:51:35

I'm new to DCC but have played Dying Earth with a different system. These books are right on the money - excellent character creation, map, magic system, geography and the "feel" are all perfect.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics Dying Earth
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Original Adventures Reincarnated #7: Dark Tower (5E)
by Matt [Verified Purchaser] Date Added: 07/27/2024 07:47:06

Great presentation of original adventure. Also the addition of expanded material and commentary are an added bonus and appreciated.



Rating:
[5 of 5 Stars!]
Original Adventures Reincarnated #7: Dark Tower (5E)
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DCC Book of Fallen Gods
by Lucas [Verified Purchaser] Date Added: 06/19/2024 02:09:02

The book is a listing of 7 fallen gods as patrons - that could have been cool but they feel incomplete because they do not have patron spells. There is a blurb in the book noting patron spells may be available in the future in other Goodman Games products - not good.

Either cut two or three patrons and include patron spells or simply make it a bigger book and charge more.

This is the first Goodman Games product I've been disappointed with - sad, but was bound to happen sometime.



Rating:
[2 of 5 Stars!]
DCC Book of Fallen Gods
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Crypt of the Devil Lich (DCC)
by Donald [Verified Purchaser] Date Added: 06/07/2024 08:33:41

What a great adventure to add to my collection. Crypt of the Devil Lich embodies the impending doom evoked by the classic Tomb of Horrors without the cheap and rage induced instant death tricks utilized by the spiritual predecessor. The dungeon isn't long, there are many many handouts to save time on detailed descriptions, and the artwork (as we've come to expect from Goodman Games and DCC) is splendid. There are free resources on the Goodman Games website to download individual pre-generated character sheets and I feel I should mention the additional Roll20 product sold on DTRPG is a nice cherry on top. I am in the process of making a 3D version of this dungeon on TaleSpire, keep an eye out for that on TalesTavern if you enjoy the platform.

All in all, excellent book, excellent execution. Your players will hate you.



Rating:
[5 of 5 Stars!]
Crypt of the Devil Lich (DCC)
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Dungeon Crawl Classics RPG (DCC RPG)
by Mau [Verified Purchaser] Date Added: 04/14/2024 13:17:42

Innovative OSR , easy to play and highly rewarding



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics RPG (DCC RPG)
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Mutant Crawl Classics RPG
by Graham H. [Verified Purchaser] Date Added: 03/21/2024 23:41:08

This game is incredible. But there are some misconceptions a person could get from looking at the back of the MCC book or looking at the internet-- I want to clear those up. I am not affiliated with the publisher but I do have some lv. 6 guys running around Terra A.D.

1) Is it a mash-up? No, this is no mash-up.

The “magic” that is referenced on the back of the book is that of “post-Singularity” Arthur C. Clarke technology. How the lo-tek denizens of the world perceive the artifacts of the Ancients. This definition is what allows the game to have its unique contours. But the technology is so mind-blowing that it gives the best items in our favorite fantasy game a run for their money.

If Rifts and similar games are sitting across the “Science Fantasy” axis, this is squarely in “Science Fiction.”

Designer Jim Wampler is the Shakespeare of technobabble. One of the twists MCC adds is the ability to truly be a wizard… but without using “mystical/supernatural” abilities. Instead it’s all “quantum shunts” and transmat beams. It’s all about the lingo, and it works!

2) This IS the spiritual successor to Metamorphosis Alpha and Gamma World.

And there is nothing like the MA/GW cosmos. In 1976, did James Ward accidentally discover another dimension, mapping a perfect 1:1 correspondence to D&D, but where there is “no magic?” Maybe-- and it’s magical.

I hope he made it over there. You know, the final destination of the Warden.

That cosmos is the product of a singular vision, plus a few decades of spirited but faithful iteration.

I love Palladium but the edges of that megaverse can blur and lose resolution. This is the opposite. This is not a bad port of Mad Max or Robocop either, or a gritty table-top version of Fallout. GW/MCC is its own place, with a brilliantly colorful aesthetic.

It’s totally optimized for futuristic dungeon-crawling. Usually a single world comprises the campaign setting, and there are limited transportation options. This is a “less-is-more thing.” Generally speaking, players can’t fly to a random city or planet and make you freestyle a whole culture.

MCC expands the range of possible settings that fit this cosmos: The Neolithic hothouse jungle with a shattered moon. This time, consider the “Post-Apocalyptic” / “Science Fiction” axis. With its stop sign shields and semi-recognizable locales, Gamma World falls along the “post-apocalyptic” side. MCC’s offering is again closer to “science fiction”-- an unexplored planet. Is it a billion years in the future? A billion years in the past? A counter-Earth? A lost colony in the Horsehead Nebula? (Psst-- you can still have a stop sign shield.)

3) The DCC rules are the perfect foundation for this world.

Despite the “retro” branding, the DCC rule set is nothing if not a cutting-edge, state of the art modern game. Only “old school” in the phantasmal sense that it makes old timers feel like they did in the good old days. Wildly unpredictable, its pioneering use of tables means that there are a dozen-or-so tiered effects for nearly every ability. And in MCC, practically everyone is the equivalent of a spellcaster, recklessly burning luck and attributes at the first crack of a twig. The game shatters that dichotomy which, back in the 3e era, had the tasteless name of “crunch vs. fluff.” How? Well see, those effect tables literally define what the world is-- and what it can be turned into.

MCC is complete (one caveat below). I never crack open my DCC hardback over the course of an MCC phase. That is tabu! Some folk on the boards perceive a gap here and there and propose to fill them with DCC rules. You are free to do that, but it’s not necessary. And if you want my opinion, as often as not it is ill-advised. Example: humans can burn luck to avoid taint? Not in my holo-grid. All humans in MCC regen luck; such a trifling sacrifice does not impress the orbital electro-Gods. But hey, speaking of humans, from a rules standpoint PSH are awesome for the first time in…

The powers that your cast of heroes can get their claws on are really next-level. If you never found the Sky Chariot during your GW days, now is your chance to get into orbit. The rainbow-hued cover of the base MCC book perfectly captures the tone of infinite possibility and lightning-shot positive energy. This is cave-punk. The diametric opposite of grimdark cyberpunk. You are going to re-populate Terra A.D.! Unless some random mid-adventure mutation causes you to laugh so hard you can’t breathe.

4) The support for this game continues to be AMAZING--

--destroying a couple out-of-date prognostications still etched into dusty corners of the web. There is already more content for MCC then there ever was for any three or four editions of Gamma World. Goodman, plus a contingent of third-party publishers possessed of mind-melting creativity, are cranking out enough adventures that my kids will be able to play this with their kids someday (D&D will be on its 12th edition). And I never get bored during a read-through of a module with the MCC logo on it. That’s a deep bench of writing talent.

Okay so what is missing? In my opinion the only thing “missing” in the core MCC book is a useable map-- no offense to the Kovacs beauty on the inside cover.

And what is missing from the product line? Well, DCC now has Lankhmar and Dying Earth, but before that it struck me as a little skimpy on setting. MCC remains lean on setting. That is okay, as each of the modules builds out another unforgettable destination. I will take epic adventures over sourcebooks almost any day-- but why not have both? Our fearless third-party champions are starting to fill gaps here also. I would love to see a full-blown hardback or better yet, boxed set. But hey! The kickstarter could come any day. Maybe YOU will make it happen!



Rating:
[5 of 5 Stars!]
Mutant Crawl Classics RPG
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Mutant Crawl Classics RPG
by Erich [Verified Purchaser] Date Added: 01/20/2024 15:56:24

I love the setting of this game and it seems like it will be fun to play. As mentioned several times in the discussions, however, the shaman class is incomplete to the point of being unplayable without 3rd party supplements or heavy house ruling. I bought the pdf while on sale, and have no regrets, but I would be fairly annoyed if I had paid full price.



Rating:
[3 of 5 Stars!]
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Creator Reply:
Thanks for the feedback and we're glad you are enjoying the setting. The Shaman class can be a point of contention if it's viewed as being a replicant of the Wizard class in DCC. Check out this episode of RAW: Rules As Written where they discussed the Shaman class and if something might be missing - https://www.youtube.com/watch?v=QIJzX8vhVQc&list=PLjotbAxDry2JeD5K_QGcF73wSM8sFy6af&index=29&t=2141s I'm pretty sure the following episode also has an answer directly from the creator Jim Wampler and his thoughts on the question - https://www.youtube.com/watch?v=EjJxksenQHE&list=PLjotbAxDry2JeD5K_QGcF73wSM8sFy6af&index=30 Gain 1 point of Luck in any GG staff run game for leaving a review! (can only be redeemed once!) ~Matt Robertson Goodman Games
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DCC RPG Free RPG Day 2012
by Brian [Verified Purchaser] Date Added: 01/07/2024 19:27:28

While these are solid adventures, both The Undulating Corruption and The Jeweler That Dealt in Stardust (the one my group enjoyed) has been reprinted in the DCC #89 Chaos Rising collection of older adventures. I'd recommend buying that!



Rating:
[5 of 5 Stars!]
DCC RPG Free RPG Day 2012
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Dungeon Crawl Classics #3: The Mysterious Tower
by Brian E. [Verified Purchaser] Date Added: 01/07/2024 13:06:39

The Mysterious Tower is a solid and entertaining module that is easy to insert into a hexcrawl or other campaign.

The overland and caves could be more interesting. There are a couple clever things in caves but much of the caves is a little too vanilla for many groups. I recommend replacing monsters with more unusual ones. The adventure shines once the players reach the constructed passages and the tower itself. The traps and tricks are intricate and allow the players to think their way through them.

My group enjoyed it and found the premise of the tower funny once it was revealed.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #3: The Mysterious Tower
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