Wes wrote:I have about 15 of the DCC D20 modules. I went that direction from the standard 3E stuff that was out at the time because I liked the 'old school' feel of the adventures. It was soon after that that I realized it was still a poor substitution (no offense to GG) for the real thing. Not long ago I went totally back to 1E. Maybe DCC was a stepping stone.
I also have the 1E DCC conversion on preorder and hope that its half as cool as Pod Caverns or Cairn of the Skeleton King. Since OSRIC came out I am bolstered in my quest to not look back from 1E. Much good material out and coming out to support 1E - kudos to those who are making this happen. :salute:
Hi guys,
I appreciate the willingness of the old school cn line community to take a chance on the 1E conversion of DCC #12.5 The Iron Crypt of the Heretics. I did the conversion work myself (some of you may recognize my sig from DF, the NG boards, or the GG boards).
I ran this addy under 1E at a small local con, GorillaCon, for one party of 7 players. We playtested it with two parties from our local gaming group (6 players each). I also ran it under 1E at GenCon Indy for four sessions, with a total of 23 players. The feedback in each instance has been overwhelmingly good, and has mostly come from crusty old schoolers (including grodog).
I hear where you're coming from on some of the other Goodman Games DCC releases. Half-this, half-that, dripping with drow, not to mention 3E stat bocks and game mechanics. I own most of the DCC line, and there's a lot of not-so-old-school content between the gorgeous old-school covers.
IMHO, you'll find very little if any of that in the 1E Iron Crypt module. There are driders, to be sure, but no drow. No half-anythings present.
The stat blocks and mechanics have been swapped out wholesale. I substituted attribute-based checks (with modifiers noted) for many of the "spot checks", feat checks and skill checks that were present in the 3E version. This may or may not appeal to you, but that is how we did/do things in 1E when not covered specifically by a racial or class-based ability. This will certainly appeal to those playing C&C.
I can assure you that this module is very deadly. No 3E balance here. Of the times I've run it, I've averaged probably 1-2 PC deaths EVERY TIME. At GenCon, out of four parties, I had one TKP. And these were veteran 1E players. This module has, in my opinion, captured the feel of The Tomb of Horrors rather well.
So, I hope that when the module comes in, you like it. Please feel free to post your likes and dislikes about the conversion. That will help improve any future DCC 1E conversions that we undertake.
tacojohn4547