Feb 7, 2017

Posted in Featured, Podcast | 6 Comments

Episode 47: Selling the Game

This week on Spellburn, we’ll dive into a hot topic:  How to win over the uninitiated to the game of Dungeon Crawl Classics RPG!  We’ve all been there before– trying to sell DCC to oldschool grognards, or devotees of newschool games.   We’ll discuss how to prepare a game for newbies, whether at a convention or a FLGS.  And we’ll talk about resources to find new players, as well as the differences between DCC and other systems and how to handle some common questions or perceptions.  And if that’s not enough, we welcome a new judge to the fold!  All this on Spellburn!

Links mentioned in this episode:
Mutant Crawl Classics
The Dying Earth
Walking Dead: All Out War
Nowhere City Nights
Classic Traveller
Petal Hack
Hobbs & Friends of the OSR Podcast

Adventures mentioned in this episode:
The Chained Coffin Box Set (containing both Sour Spring Hollow & Rat King’s River of Death)
Glipkerio’s Gambit
The One Who Watches from Below

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  1. Oh, Clerics *can* Spellburn, it just isn’t common and must be done with ritualized magic as opposed to standard casting (I’ve been able to utilize it exactly once – Thank you Brendan). I’ve always found that the lack of easy spellburn was countered by the ability to achieve divine intervention though.

    “Spellburn by clerics: Spellburn is a form of magic generally reserved for wizards. However, under highly unusual circumstances (mostly associated with great magic items or rare formulae), clerics can also utilize spellburn. Clerics can never utilize spellburn for normal spells; only under specialized circumstances the judge will specify. When a cleric does utilize spellburn, it invariably involves ritualized behavior associated with the rites of his deity.”

  2. Daniel Bishop says:

    p. 106: “A spell check result of a natural 20 is a critical success. The caster receives an additional bonus to his check equal to his caster level.”

    So, a 10th level cleric with 18 Personality has a maximum spell check result of 20 + 10 + 3 + 10, or 43.

    The highest spell check result for 5th level spells if 40+.

    • Correct. But what I said is the 2nd and 3rd highest results aren’t (practically) usable. A 19 result is 19 + 10 + 3 = 32 – meaning you cannot get the 36-37 and 38-39 results without permanently burning 4-6 points of Luck. If the cleric’s Personality is below 13, the 30-35 result isn’t achievable either.

      • Daniel Bishop says:

        What if there is a halfling watching him cast?

      • Daniel Bishop says:

        Actually, what if the result is 20 + 8 + 3 + 8 = 39? The 10th level cleric is not the only one who can roll a “20? Likewise 20 + 7 + 2 + 7 = 36.

  3. Blood and souls for my lord Arioch!

    ————————————
    Fly’s Lament (Patron Spell)
    Level: 1 (Arioch) Range: Varies Duration: Varies Casting time: 1 round Save: Varies
    General: The caster summons is gifted a hellish fly from the great demon Arioch. The effect of the spell
    varies depending upon the spell check result.
    Manifestation: Roll 1d4: (1) A swarm of flies burst from the caster’s mouth. The flies instantly disperse,
    but one of the pests is the object of the summoning, marked by a small halo of fire; (2) In an instant, the
    caster develops a oozing wound as a larvae squirms its way out of the puss-laden wound. The maggot
    drops to the ground, instantly becoming the summoned fly; (3) The caster screams as his body explodes
    into a black cloud of flies. The summoned fly is immediately summoned and able to act, but the caster will
    remain in the form of a swarm for one round before returning back to his original form; (4) Caster’s head
    is instantly transformed into that of a giant fly. The caster is unable to cast additional spells for 1d2
    rounds, but gains an acid spit that can be used as a ranged attack: Spit 10’ +2 ranged (1d10 + corrosive).
    The corrosive nature of the attack continues doing damage on following rounds dropping by one die on
    the dice chain each round. Succeeding an initial DC 13 Reflex save will halve damage for each round.