Action Figures

Action Figures

Craft Kits

Craft Kits

Board Games

Board Games

Load image into Gallery viewer, Goodman Games Dungeon Crawl Classics Role Playing Game, Hardcover Edition
  • Load image into Gallery viewer, Goodman Games Dungeon Crawl Classics Role Playing Game, Hardcover Edition
Vendor
Goodman Games

Goodman Games Dungeon Crawl Classics Role Playing Game, Hardcover Edition

4.6
Regular price
€91,00
Sale price
€91,00
Regular price
€150,00
Sold out
Unit price
per 
Save 39% (€59,00)
Error You can't add more than 500 quantity.

  • Tracked Shipping on All Orders
  • 14 Days Returns

Description

  • Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game
  • Modern rules grounded in the origins of sword & sorcery
  • Fast play, cryptic secrets, and a mysterious past await you: turn the page

Shipping and Returns

  • We offer tracked shipping on all orders. Tracking information will be shared as soon as the order is dispatched.
  • Please check the delivery estimate before adding a product to the cart. This is displayed for every product on the website.
  • Available shipping methods and charges will be displayed at the time of checkout, depending on your exact location.
  • All customers are entitled to a return window of 14 days, starting from the date of delivery of the product(s).
  • Customers are advised to read our return policy for details of the return process, eligibility, refunds as well as cancellations or exchanges.
  • In case of any issues or concerns about Shipping or Returns, please contact us and we will be happy to help.

Customer Reviews

Glad to see the familiar artistsFirst off, this book is huge. I just received it today and have only thumbed through it. The artwork is great and brings back a lot of fond memories. I am eager to begin reading the newer rules and rehashing over some of the older or "Old School" rules. From what I have seen and read on the net about this game, it seems to be quite unforgiving to the PC's and especially so to the low level player. A lot of folks probably won't enjoy that fact. In my opinion it only adds to the overall game experience. Notice the word game to those who take it a little too seriously. I can recall a number of PC's I burned through in the early years of RPG play when I would just rush them into harms way and witness their demise or reward. All in all I am very curious to see how the rules have come along in the 30 odd years since I sat down with the first group of die rollers. No pun intended. One more thing to add: the artwork depicting the mishaps is priceless in this book. I can imagine a PC rushing in with just the axe handle. 5FIrst RPG book I've read cover to cover in over a decade.This book is really well written, between the snippets of a world that slip through with the race and class assumptions, as well as just the way the mechanics are expressed. Usually when I am checking out an RPG book I find myself glossing over the mechanics, and focusing on the fluff. This book presents things so well that despite my predilection for fluff, I was still able to read it cover to cover. It's a paradigm shift for what I'm used to in RPGs, rather than lovingly crafting a character over the course of 10s of minutes or even hours, you throw some dice and have 4 slobs ready to go in less than half an hour. The ease of character generation really makes the game's focus on lethality more palatable, as even if all your dudes die... you can be back up and running before the rest of the party finishes the task... or gets TPKd (total party kil). 5My game of choice for now and the futureMy favorite RPG. I have always been a DnD player and had been hesitant about trying new systems, but this game is such a fun mix of old school and new school, with short single afternoon adventures. I haven't picked up m 5th Edition DnD books since discovering DCC. The modules are kinda pricey for what they are, but Goodman Games puts out top notch products with fun retro style art and traditional style adventures I just can't stop buying them.I had never really had the inspiration or desire to make homebrew settings with DnD, as the modules were quite long and covered just about everything you needed. But DCC is so exciting and fast paced, it's reinvigorated my love of rolling dice and I spend time every week writing out new ideas for homebrews for when it's my turn to Judge (DM). That's another aspect that's really cool about having the short, single adventure modules. Our playgroups alternates Judging, so everyone gets a chance to play on both sides of the game screen. With DnD you typically have the same DM for long periods of time, and I don't think I've ever finished a full adventure due to people moving, or schedule changes, or players dropping, kids being born...all sorts of things arise over the course of months. For DCC you just need about 3-4 hours and a couple pizzas.The funnels for level 0 characters are awesome. Every time you learn to instantly fall in love with certain characters due to their skill rolls and random backstory, and loathe others. Seems like each time I roll horrible on one guy, he always ends up named "Arrow Catcher" and becomes the sacrificial lamb.There are some goofy aspects. My current wizard loses spells like hair due to mercurial magic, though I do appreciate the randomness. Elves being unable to handle steel weapons is odd, but isn't too annoying as there are plenty other options.All and all this feels like the RPG I've always been looking for, and I treasure my player handbook like it's a family member. 5Old School goodness...A little heavy on tables but big on flavor. By far one of the few Games that preserves the feel of both old school gaming and the old pulp writings of Lovecraft and Howard, among many others. Magic is an untamed beast that has the possibility of biting you in the ass with terrible consequences, unlike standard D&D and pathfinder where it is a "get out of jail free card". Magic items are rare and potent. You have to play this game smart as even high level characters can meet their ends in ignoble ways. Also, you don't play a hero, but a Conan-like wanderer of varying shades of gray morality. I certainly like the lack of moral certitude in the game. Still has alignments (ugh) but hey, you can almost ignore them. 5Simply all that Fantasy RPGs should be.If you are viewing this, Get this book. Do not even think another second about it, just buy it. You will not regret it.I have not had as much fun reading an RPG rulebook since I was a kid reading the D&D Red Box for the first time, lying in bed, and dreaming of all the cool stuff that could possibly happen in a game like this. 5An Instant Classic of Wild Fantasy RPG PlayDCC is my current favorite of the 'OSR' rpgs... with Lamentations of the Flame Princess running a close second. The thing that pushes DCC to the front of the pack is its wild approach toward traditional content. This is NOT the game for your straight little Tolkien homage... despite having elves, dwarves and halflings as available PC races there are wild and wacky... even frightening things... lurking in every corner.The term 'gonzo' is over-used but I think it applies here. I'm sure this game could be played 'straight' and boring... but not by me.Despite the huge tome of a rulebook the rules are actually quite simple and generally familiar to anyone who has played D&D. What DCC adds is flavor, and tons of it. The Mighty Deeds of the warriors, the wild and dangerous magic, the weird and corrupting influence of the Patrons... there's just loads of great little mechanics that let every class and race shine during play.Oh, and the artwork in the book is great... it's not the polished/antiseptic art of many modern game books... it's wilder/cruder stuff and character oozes off of every page. All you have to do is thumb through this book and if the visual style doesn't appeal then you should put it back on the shelf post-haste because those visuals bring across precisely how the game feels in play.I should probably note that another great thing about the game is that there is a truckload of content available for it... adventures, sourcebooks, other settings, 'zines... the most recent DCC game I played was set in a strange 'Gamma World' type post-apocalypse, complete with robot and mutant yeti PCs. Since the rules are quite simple they're also quite versatile and can be easily turned to other genres and styles of play.It's a great game that you'll really enjoy if you enjoy this type of game. 5Came for the art stayed for the game (First Impressions)I'll skip the tl;dr personal introductions that a lot of people do for RPG reviews, touting their qualifications and RPG resume'. I'll just say I'm an old fart who started out with red box and AD&D 1st ed. a long time ago and left the hobby about 5 years ago when a certain edition of a certain game made tabletop RPGs un-fun for me, when my regular gaming group made the switch.After getting the itch to play again recently (after picking up a lot of the 1st ed AD&D reprints) I realized that as much nostalgia as I have for those games and the feeling that they evoked, I discovered I wasn't all that keen to actually play using those rules, so I began researching retroclones like Swords and Wizardry, Labyrinth Lord, Castles and Crusades, Dark Dungeons, OSRIC, etc which eventually lead me to DCC. I originally picked up this book as a pdf through DrivethroughRPG because it was on sale and I wasn't sure I wanted to drop 35+ dollars on a system that seemed maybe a little too crunchy and table heavy, but boy am I glad I I took the chance.Well, what is DCC RPG like? It's not a retroclone like I suspected it was at first glance. It's sort of like Basic/Expert D&D and 3.x had a baby. There are a lot of tables and they appear daunting at first, but they're intuitive and if you're worried about having to constantly look things up there are some excellent online resources (official and third party) that give you unified reference sheets and even a very cool android/iphone/tablet app from Purple Sorcerer games.What's to like?The artwork, race-as-class done right, magic is powerful, dangerous and mysterious (anything can happen). The game is deadly, but fun if you have the right frame of mind, min-maxing is almost impossible and elegantly handled with the mechanics. The other great thing about the game is that it's a complete game system in one book, with no need to pick up splat books or rules additions to make it work.What initially turned me off but reversed after digging deeper?Rolling 3d6 in order seems punitive and restrictive, but you quickly realize that the rules are made in such a way that modifiers because of abilities are much less important than they are in other d20 games (and level is much, much more important) The zero level funnel initially looked stupid and struck me as something I would house rule out, but after conversing with some people who have played the game with the funnel, it sounds like there are a lot of laugh out loud moments as players maneuver their 4 "redshirts" through their first adventure.Who is this game for (and who is it not for)?The game is clearly directed at gamers who like randomness, and grew up reading Robert Howard, Jack Vance, HP Lovecraft, and or cut their teeth on Original D&D or AD&D and prefer theater of the mind. The game will probably not appeal to players who like carefully planning their character and for those who think death in an RPG should never happen or be rare, or those who think "balance" is a laudable goal in game design.So should you get this game? Well, I guess that depends on what you like in a game system. If you want something that facilitates old-school, sword and sorcery play, but has modern mechanics and style in spades this may just be the game for you. If nothing else, the art may be worth the price alone. If you're still on the fence consider picking up the pdf version and keep an open mind. 5Unexpected new favorite!I bought some weird koplow game dice first, then went looking for a system that used them. Little did I know what kind of surprise I was in for! I come from a D&D 4e, Pathfinder, and Savage Worlds background, with Savage Worlds being my favorite thus far. After playing DCC RPG, I can safely say it is my new favorite. As a GM, or as the book refers to them, "Judge", this game is super simple to set up and run. It includes a sample adventure, though I ended up running Sailors on the Starless Sea, because it looked so damn fun. There's very little focus on the balance that so many RPGs strive for these days, so warn your players beforehand that this is a very lethal game, and not to get *too* attached to their starting characters. That said, their characters do get harder to kill as they level up, so that's something for them to look forward to.It doesn't lend itself to very serious play, but it in it's own quirky way, it can be quite horrifying at times. My suggestion, just give it a try!PS: You really don't need the funky dice at first, so get the book and decide if you like it before investing in the dice as well! 5This is no retrocloneI am not a fan of retroclones (basic/AD&D throwbacks). This, thankfully, is a modern system with the flavor and personality of a late 70s tabletop game without the outdated mechanics of one. The book is written with an almost manic tone instead of the textbook style writing of many modern D&D publications and I find it to be a nice change. The mechanics themselves are an extremely simplified version of OGL 3.x with extraneous items removed to fit the style of play presented which results in significantly faster play than most 3.x games.Starting with each player having multiple 0-level characters with iron-man (3d6 down the line) stats? Pretty fun in practice. Throw the ones with bad stats under the figurative bus :)Race as a class? Pretty good and, if you want to expand beyond that, there are third party resources that have you covered although it's hardly necessary. I like the idea that ALL Elves traffic in sordid deals with Outsiders.The corruptive and random elements behind the spells are neat as is the... different? spin on vancian-ish magic.I really enjoy it and if you want a lethal, balls to the wall, heavy metal game then this is it. 5Great Crazy Gonzo FunTHE BAD: 1) The game is quite complex, and play requires constantly consulting literally dozens of charts: Photocopying large chunks of the book (or getting a PDF copy so you can just print them out) is pretty much essential. Pretty solidly aimed at Dungeons & Dragons veterans: Not a good game for role-playing novices.THE NEUTRAL: It requires lots of rare dice not used in other RPGs, namely the d3, d5, d7, d14, d16, d24, and d30. However, you can find all these dice on Amazon or other online sources.THE GOOD: The con game that I played in of this was the funnest role-playing experience that I had had in years, and convinced me to order the game as soon as I got home and turned on the computer! This isn't just another D&D clone or minor variant: It stands as it's own game, and practically pulses with energy, full of tweaks to the rules (some major, some minor) that drive play in a high-flux, crazy direction. STORMBRINGER, 1st Ed WARHAMMER FANTASY ROLE-PLAY, and Old-School D&D all seem to have contributed about equally to the DCC gene pool. This game has it's own weird spark of madness to it: It may not be "Modern" or "Balanced", but in the hands of a good referee it really shines. This isn't your father's D&D...it's your batsh*t crazy uncles' D&D, straight from the smokey basement with faded black-light posters on the walls and 80's Manowar blaring on the old tape deck. You might turn up your nose at first, but once the seven-sided-dice start rolling you find yourself sucked in.MORE GOOD: Part of the reason the game is so thick is that it's PACKED with art...I'm not sure, but it looks like they got pieces from pretty much every single living, active, Dungeons and Dragons artist. You don't need to waste time telling any prospective player what this games' "About"... just let them flip through the book, so they can soak in all the pictures of crazed wizards, distant and alien elves, freakazoid monsters, rampaging kaiju, demons, heavy-metal warrior-studs, and trap-filled dungeons.All in all, a very pleasant surprise. Not at all the bland D&D copy I was expecting. 4
Goodman Games Dungeon Crawl Classics Role Playing Game, Hardcover Edition

Goodman Games Dungeon Crawl Classics Role Playing Game, Hardcover Edition

4.6
Error You can't add more than 500 quantity.
Regular price
€91,00
Sale price
€91,00
Regular price
€150,00
Sold out
Unit price
per 
Save 39% (€59,00)