Feb 18, 2019

Posted in Featured, Podcast | 2 Comments

Episode 75: Gaming for a Good Cause

“You’re no hero,” the DCC RPG rulebook iconically says. “You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets.” While our characters may be seeking gold and glory caked in the blood and filth of the weak, as players, it can be extra fun and satisfying doing it all for a good reason. Whether you’re buying raffle tickets at Drinking & Dragons, pledging support to Extra Life campaigns, raising money for charities through Lawful Good Gaming, helping David Baity raise money for kitties in need, or helping support the hard work Jon Marr does for us all in his annual campaign, raising money for good causes while gaming is a long-standing DCC tradition…

 

Adventures mentioned in this episode:

Halfmen of Hirsute Hollow

The Black Heart of Thakulon the Undying

The Inn at Five Points (Real life version)

DCC Lankhmar

Escape from the Presidents’ Hall (Blogpost)

 
Links mentioned in this episode:

Lawful Good Gaming (on Twitter)

David Baity Charity Raffle

Roll 4 Change

Weird Realms (FLGS)

Astonishing Swordsmen & Sorcerers of Hyperborea

Savage Worlds RPG

The Quantum Ogre

Van Hagar

 

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  1. Daniel J. Bishop says:

    Interestingly enough, in my Toronto Crawl Classics campaign, the “London Calling” funnel involved a group of DCC and MCC characters using the London Transmat Station to reach Toronto.

    They were sent by the Empire of Gran Breton to clear the obstacles to the Transmat Station, by passing through Kensington Gardens where the Great Pan lurks. No surviving PC was left behind, so the way is open behind them. They know that, sooner or later, the Emperor will turn his hand to Toronto.

    Running is a valid choice. But running doesn’t always mean that you get away. So long as the consequences arise in a reasonable way from what has gone before, player agency is not harmed.

    Having unplaced locations/encounters that can be discovered through play neither helps nor harms player agency, in general.

    Having an encounter that the players cannot escape through good/clever play, though, obviously reduces player agency. The problem with the quantum ogre occurs when the players take steps to avoid the ogre, and those steps are negated unreasonably.

  2. Julian Bernick says:

    Well put, Judge Dan… that’s where I’m at.