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Dungeon Crawl Classics Role Playing Game (DCC RPG)
Average Rating:4.8 / 5
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Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Roger L.
[Featured Reviewer]
Date Added: 03/27/2013 07:30:37
Dungeon Crawl Classics (im Weiteren: DCC) erinnert mich an die Zeit, als ich ein ganz altes Dungeons & Dragons Basisbuch bei jemand auf Besuch aufgeschlagen habe. Wie bei einer Zeitreise fühlt man sich zurückversetzt. Als das erste Abenteuer in einen Kerker mit Goblins führte. Als man sich noch nicht fragte, wie Flugdrachen unter die Erde kommen und wo eigentlich das Klo für kleine Monster ist...
Das PDF ist mit Ausnahme von fünf Seiten in Schwarz und Weiß gehalten.
Die Illustratoren haben schon zu vielen alten D&D-Regelwerken beigetragen. Leider ergibt sich der Eindruck eines Sammelsuriums, und mehrere Stile sind wild durcheinander gemischt. Manchmal untermalen sie den Text, manchmal wirken sie wie Füllmaterial. Da wurde zu viel gemischt, und es ergibt sich keine Stimmung. Viel ist eben auch nicht unbedingt gut. Nostalgie ginge auch anders.
Der Text ist gut gelayoutet und gut zu lesen. Die gewählten Schriften sind ansprechend. Mehrstufig gestaffelte Bookmarks erleichtern das Auffinden wesentlicher Inhalte. Der Index und die Auflistung der Tabellen enthalten nicht die korrekten Seitenzahlen des PDFs, sondern die des Buches (Versatz von drei Seiten). Außerdem sind sie leider im PDF nicht anklickbar, was gerade bei dem Index für Tabellen ein echtes Manko darstellt.
Die Spielwelt
Kurz gesagt: Es wird keine mitgeliefert. Das liegt an der Historie des Systems selbst:
In den ursprünglichen D&D-Regelwerken gab es einen Anhang N. Dieser war eine Bibliographie all der Fantasy-Werke, die als Inspiration für das System gedient hatten. Die gleiche Inspiration liegt auch DCC zugrunde – mit dem Unterschied, dass DCC geschrieben wurde, um in den Welten des "Appendix N" zu spielen.
Das Setting ist somit variabel und nicht im Basisbuch enthalten. Es gibt ein paar Tipps an den Spielleiter zum Entwerfen einer solchen Welt. Es sind ein paar Gottheiten, Schutzgeister und -dämonen enthalten. Und es gibt drei typische Fantasy-Rassen. (Die man ja auch unterschiedlich ausspielen kann.)
Die Regeln
DCC stellt sich in vielerlei Hinsicht in die Tradition des klassischen D&D. Es gibt Klassen (Warrior, Wizard, Thief, Cleric) und Rassen (Elf, Halfling, Dwarf). Ein Elf ist eine Variante des Magiers, ein Halbling des Diebes, und ein Zwerg des Kriegers. Es gibt ihn also wieder: den Elfen der Stufe 1. Die Rassen bringen noch andere interessante Aspekte ein, setzen sich also von den Klassen etwas ab.
An weiteren Ähnlichkeiten wären da die Zauber, die man pro Stufe lernt. Trefferpunkte, die man auswürfelt und ebenso pro Stufe dazugewinnt. Man hat relativ übliche Hauptattribute wie Strength, Agility, Stamina, Personality, Intelligence und Luck. Diese bringen Zuschläge und Abzüge auf Würfelwürfe. Das Hauptziel ist es für gewöhnlich, eine Zahl mit einem W20 zu erreichen oder zu übertreffen. Auch die Rettungswürfe (Reflex, Fortitude und Will) gegen verschiedene Bedrohungen gibt es. Und auch drei Alignments (Lawful, Neutral, Chaotic) dürfen nicht fehlen.
Soweit recht bekannt und sicherlich nichts Neues.
DCC ist aber kein reiner "Old School Renaissance"-D&D-Klon (im Weiteren: OSR). Die Wurzeln des Produkts gehen bereits auf 2003 zurück, wie der Autor betont. Er sieht es damit zeitlich vor der eigentlichen OSR-Welle. Während viele Spielmechaniken auf Altbewährtem basieren, gibt es doch deutliche Unterschiede im Detail.
Besondere Mechaniken
Zentral für das Spiel ist die sogenannte "Würfelkette" (Dice Chain), die auch ungewohnte Würfel umfasst:
[box]W3 – W4 – W5 – W6 – W7 – W8 – W10 – W12 – W14 – W16 – W20 – W24 – W30[/box]
Würfel, die im Spiel verwendet werden, werden manchmal "hochgestuft" (stepped up) oder "runtergestuft" (stepped down). Damit verschieben sich die Wahrscheinlichkeiten etwas zu Gunsten oder Ungunsten des Spielers. Zum Beispiel können Halblinge mit zwei Waffen angreifen. Sie würfeln dabei aber beide Angriffe mit W16 und müssen doch dieselbe Zielzahl erreichen. Ähnlich wird die zweite Attacke oder der zweite Zauber höherstufiger Charaktere behandelt. Oder das Schießen über große Entfernungen, Geländenachteile und Waffen, mit denen der Charakter nicht umgehen kann. Nicht alle Nach- und Vorteile sind durch ab- und aufsteigende Würfel modelliert, sondern geben feste Abzüge oder Zuschläge.
Ein Bauer, der mit dem Langbogen schießen will, ohne Ausbildung an der Waffe und auf große Distanz, der würfelt eben W14 statt W20. Sein W20 wurde entlang der Würfelkette zweimal herabgestuft: W20 => W16 => W14. (Duckt sich der Gegner dabei auch noch, ist die Formel W14 – 2.)
Ein ausgebildeter Krieger der Stufe 1 kennt den Langbogen. Krieger erhalten keinen festen Attackezuschlag, aber einen Extrawürfel, den Deed Die. Der Krieger schießt auf lange Distanz, also wird sein W20 zu W16. Sein Deed Die auf Level 1 ist W3. Sein Wurf für den Schuss ist W16 + W3. Ein Krieger Stufe 5 dürfte nicht nur mit W16 + W7 werfen, seine zweite Attacke darf er normalerweise mit einem Basiswürfel von W14 durchführen. Also kann er sogar noch einen zweiten Schuss mit W12 + W7 hinterher feuern.
Ein Zauberer der Stufe 5 ist ebenso am Bogen ausgebildet. Er schießt auch mit W16 auf die große Entfernung, darf aber +2 Attacke-Bonus aus seiner Stufen-Tabelle hinzuaddieren. Damit schießt er mit W16 + 2 für den gleichen Angriffsversuch.[/box]
Die zu erreichende Zahl bei solchen Angriffen ist die Rüstungsklasse. Diese verhält sich ganz unklassisch wie bei der 3rd Edition von D&D und steigt an. Der Basiswert ist auch hier ohne Modifikation 10. In der Lederrüstung wäre das schon 12.
Ein ebenso zentrales Element stellen Tabellen dar. Vieles im Spiel wird auf Tabellen ausgewürfelt – der Glücksbonus eines Charakters, kritische Treffer, die Folgen eines leichten Fehlschlags beim Zaubern (Misfire) oder ein echter Patzer (Corruption). Manchmal wird einfach mit einem Würfel passender Größe auf eine Tabelle gewürfelt. Manchmal wird das Ergebnis des vorigen Wurfes modifiziert. Ein paar Tabellen sind dabei so groß, dass sie den W100 verwenden.
Auch bei der Magie lehnt sich DCC an D&D an, ohne das gleiche System zu verwenden. Zauberer und Kleriker kennen bestimmte, unterschiedliche Zauber. In D&D hatte man Spell Slots - man konnte den Zauber zuverlässig wirken, aber dann war er bis zur Regenerierung verloren. Außerdem musste man sich während einer Rast entscheiden, welche Zauber man sich einprägte. Dies stellte eine wirkungsvolle Limitierung der Macht besonderer niedrigstufiger Zauberer dar, war aber nicht unbedingt die stimmungsvollste Spielmechanik. Sie konnte dazu führen, dass ein Zauberer sich nur einen Spruch merken konnte und dieser eben so gar nicht zur bespielten Situation passte.
DCC verfährt da anders. Es sind dem Wirken von Zaubern, die man schon kennt, erst mal keine Grenzen gesetzt. Solange man Erfolg hat...
Kleriker verlieren die Verfügung über einen Zauber, wenn sie Patzer würfeln. (Normalerweise ist eine gewürfelte 1 ein echter Patzer.) Und jedes Mal, wenn sie bei der Zauberprobe zumindest versagen, steigt die Wahrscheinlichkeit für einen Patzer. Fallen sie mit Patzern bei der Gottheit in Ungnade, heißt es: Buße tun.
Zauberer trifft es sogar schlimmer. Bei einer vergeigten Probe droht der Verlust des Zaubers für den Tag, manchmal schlägt die Magie aber zusätzlich auf ihn oder die Gruppe zurück (Misfire). Und bei mächtigen Zaubern droht sogar dauerhafte Schädigung (Corruption). Wer keine Lust auf dauerhaft entstellende Warzen oder die Abreise in den siebten Kreis der Hölle hat, der lässt von mächtiger Schwarzmagie lieber die Finger.
Zaubernde Klassen wie Magier, Kleriker und Elfen sind also sehr mächtig, unterliegen aber auch wirkungsvollen Einschränkungen. Die Götter sind launisch und die Magie will gebändigt sein. Gerade bei Klerikern ist der Spielleiter dazu angehalten, zu überprüfen, ob das gespielte Verhalten zu den Anliegen der Gottheit passt.
Bei metaphysischen Angriffen muss der Spell Check gegen 10 + 2 * Stufe des Zaubers gelingen. Zusätzlich steigen die Effekte von Zaubersprüchen oft mit höheren Ergebnissen.
Der gleiche Magier der Stufe 5 darf übrigens auch einen Zauber als zweite Attacke hinterher schleudern – und beginnt mit W14 + 5 als Basiswurf. Er wählt den Zauber Scorching Ray und muss eine 14 erreichen, weil der Spruch Zauber-Stufe 2 hat.
Das Risiko ist nicht besonders groß, weil der Zauber selbst bei 12 und 13 laut Beschreibung zwar fehlschlägt, aber sich nicht verbraucht. Bei 2 bis 11 ist der Zauber laut Tabelle für den Tag nicht mehr verfügbar. Ein Ergebnis, das mit weniger als 50% Wahrscheinlichkeit eintritt (schon eine 7 als Wurf wäre ja eine 7 + 5 = 12). Ein Misfire oder eine Corruption ist sogar nur mit einer echten 1 als Patzer möglich, da ein Ergebnis von 1 in dieser Situation anders gar nicht zu erreichen ist. (Eine 1 beim Wurf bleibt aber ein echter Patzer.)
Eine weitere Abwandlung ist die Mercurial Magic. Für jeden Zauberbegabten manifestiert sich die Magie anders. Für jeden gelernten Spruch wird mit einem W100 geworfen und die Zauberwirkung dauerhaft mit dem Ergebnis aus der Tabelle modifiziert. Dadurch ergeben sich oft mächtige Nebeneffekte. Auch durch hohe Würfelwürfe gibt es ja Seiteneffekte. Nimmt man beides zusammen, gibt es sehr viele Variationen der Ursprungszauber, die besonders beim nächsten Spiel mit neuen Charakteren wieder eine ganz neue Vielfalt ins Spiel bringen.
Von den insgesamt 480 Seiten entfallen allein 173 auf Zauber. Ein Zauber kann ein bis zwei Seiten einnehmen wegen der umfangreichen Tabellen.
Ein zentrales Spielelement ist "der Trichter" (the funnel). Damit beschreibt DCC den Prozess der Charaktererschaffung. Jeder Spieler erwürfelt 2-4 Charaktere auf Level 0. Das sind Bauern, Handwerker oder Alchemisten. Sie haben sehr wenige Lebenspunkte (1W4), und werden zufällig mit Attributswerten (3W6 für jedes Attribut) ausgestattet. Auch der Beruf und der Glücksmodifikator werden per Tabelle erwürfelt.
Mit einer entsprechend großen Truppe zieht man dann ins erste Dungeon ein. Ja, ein echtes erstes Abenteuer mit ausgearbeitetem Verließ, Tempel oder sonstiger Kulisse. Diese Ansammlung von Wagemutigen versucht nun, sich einen Schatz anzueignen. Oder fiese Kultisten zu erledigen. Dabei werden zwangsweise einige davon ableben.
Genauso, wie sich ein Trichter verengt, verkleinert sich die Auswahl möglicher Charaktere. Die Auswahl des finalen Charakters für weitere Abenteuer ist dadurch teilweise zufällig und wird teilweise erspielt. Sobald man zehn Erfahrungspunkte in einem Abenteuer gesammelt hat und/oder das erste Abenteuer beendet hat, wählt man eine der verfügbaren Klassen. (Nur den nicht-menschlichen Rassen ist der Weg bereits vorgezeichnet. Erwürfelt man einen Zwerg bei der "Berufswahl", so bleibt er ein Zwerg auf Stufe 1.)
Dies teilt das Spiel konzeptuell in zwei Abschnitte. Während des Trichters kommt es zur eigentlichen Charakterwahl. Die Charaktere zeichnet noch nicht viel aus, und sie können noch nicht nichts Besonderes. Ein paar Boni durch die Attribute sind die einzigen Unterschiede. Nach dem Aufstieg auf Stufe 1 gibt es plötzlich massive Unterschiede durch die einzelnen Klassen und Rassen.
Der Autor glaubt so, dem Powergaming einen Riegel vorschieben zu können. Dafür soll die Zufallskomponente sorgen. Gleichzeitig soll das Prinzip des Trichters eine Bindung zwischen dem erwürfelten Charakter und dem Spieler herstellen. Schließlich hat man dieses zarte Pflänzchen ja durch sein erstes Abenteuer geschleust.
Ein Charakterbogen fehlt im Grundregelwerk. Aber es gibt sie zum Download (s.u.).
Spielbarkeit aus Spielleitersicht
Die Herausforderung an den Spielleiter ist klar: Bis zum zweiten Abenteuer muss er praktisch alle Regeln intus haben. Das ist beherrschbar, aber doch genauso viel Arbeit wie für alle anderen Spieler zusammen. Mitspieler, die hier aktiv mithelfen und -lesen, sind sicher hilfreich, den Überblick zu bewahren.
Der Spielleiter wird sicher nicht umhin kommen, seinen Spielern Teile des Regelwerks zu kopieren oder auszudrucken. Zumindest die Kurzbeschreibung der Charakterklassen sollte am Spieltisch separat vorhanden sein. Die Beschreibungen bekannter Sprüche sollten zumindest im Buch angemerkt sein. Da so viel im Spiel über Tabellen gehandhabt wird, sind ein paar Lesezeichen von Haus aus hilfreich.
Reichlich Material zum Bespielen gibt es sicherlich über das Grundregelwerk hinaus (s.u.). Allein Goodman Games selbst hat z.Z. 74 Abenteuermodule im Angebot (Klick).
Spielbarkeit aus Spielersicht
Das erste Abenteuer ist für Spieler sicherlich sehr einfach. Da die Charaktere der Stufe 0 keinerlei Sonderfertigkeiten haben, werden die Basisregeln eingeübt, ohne viel wissen zu müssen. Die grundlegenden Spielmechaniken gehen so ins Blut.
Im zweiten Abenteuer hat man im Allgemeinen Stufe 1 erreicht. Dafür sollte man sich das Wissen über die eigene Charakterklasse aneignen. Für Magier ist die Lernkurve sicherlich steiler, aber selbst da bleibt es beherrschbar – man kennt ja nur einige wenige Zauber am Anfang. Nach dem zweiten Abenteuer greift man jenseits der Tabellen eher selten zum Buch.
Vom Gefühl her würde ich sagen, dass jedem Spieler eine gewisse Individualisierung geboten wird. Wirklich auf ihre Kosten kommen natürlich die Magier – jedes Mal anders durch die Unberechenbarkeit magischer Effekte. Zwar hat jede Klasse ihre Stärken, aber so wirr und trickreich wie ein Magier ist keine andere. Sie haben wahrscheinlich die kürzesten und interessantesten Leben... und der Spieler die meiste Mühe, den Überblick zu bewahren
480 Seiten sind schon ganz ordentlich. Ein großer Teil davon sind aber einfach nur Tabellen oder umfangreiche Illustrationen. Die Tabellen sind liebevoll gestaltet – z.B. passt jeder Patzer zum jeweiligen Zauber. Die Illustrationen stellen oft jedoch keinen echten Mehrwert dar.
Auch wenn DCC nicht das minimalste Regelwerk hat, bleibt es überschaubar. Tabellen erzeugen oft komplexe und immer wieder interessante Ergebnisse ohne eine ebenso komplexe Spielmechanik zu erfordern. Ob man es mag, nach den meisten Würfen in eine Tabelle zu schauen, sei mal dahingestellt. Mit ein paar kopierten Auszügen für die Spieler geht das sicher fix von der Hand.
Insgesamt wirkt DCC gut spielbar. Nicht so simpel, dass es nicht fordern würde. Nicht so komplex, dass es überfordern würde. Die halb-willkürliche Charaktererstellung inklusive später Berufswahl ist definitiv Geschmackssache. Mit wenigen Ausnahmen dominiert das Würfelglück das Spielgeschehen.
Ein Spiel, dem man mal eine Chance geben sollte. Vielleicht wächst einem ein grässlich mutierter Magier einfach ans Herz.
Charakterbögen gibt es zum Herunterladen (Klick). Sie sind eher einfach gestrickt.
Unsere Bewertung
Erscheinungsbild 3/5 Viele Illustrationen, wenn auch nicht unbedingt gute. Gut zu lesen.
Spielwelt Keine. Fließt in die Wertung nicht ein.
Regeln 3,5/5 Nicht immer innovativ, aber dem Thema angemessen.
Charaktererschaffung 3/5 Eine Mischung aus Willkür der Würfel und Spielerentscheidung.
Spielbarkeit aus Spielleitersicht 3,5/5 Zu Beginn ist es schwierig, die Übersicht zu bewahren.
Spielbarkeit aus Spielersicht 4/5 Als Spieler wird man graduell ins System eingeführt.
Preis-/Leistungsverhältnis 4/5 25 Seiten pro USD beim PDF.
Gesamt 3,5/5
[4 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
James F.
Verified Purchaser
Date Added: 03/14/2013 06:16:16
I enjoyed the beta-test but wasn't too sure about what the final result would look like. I'm really happy with the end result. It's a flashback to 1st Ed D&D without the annoying negative armor classes and confusing saving throws.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Jobe B.
Verified Purchaser
Date Added: 03/05/2013 13:32:14
DCC RPG is absolutely my favorite fantasy roleplaying game now. I like it so much I own 3 copies of it. You can't go wrong giving this book as a gift to your DM. The artwork alone is worth the price of admission.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
James M.
Verified Purchaser
Date Added: 12/14/2012 14:55:33
Initially reluctant to go the retro clone route (even though I loved OD&D and 1st edition AD&D), I decided to to finally purchase DCC. I'm glad I did. You should too. The wealth of adventure modules alone is astounding!
Buy it, you'll enjoy it!
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Ted C.
Verified Purchaser
Date Added: 08/19/2012 22:40:20
I've been playing RPG's since 1981and have experience a lot of rules systems. This is an excellent system that blasts pulp Sword & Sorcery right back into your gray cells. There is fantastic retro styled S&S art on almost every page and the rules are designed around busy people who want memorable adventures to remember rather than min/max accounting sessions.
The XP system is dead simple to understand and use.
The funnel system of character creation is brilliant!
This game is about adventure and making the most of your play sessions, with minimal down time crunching numbers and bookkeeping. It's based on the Appendix N 'Inspirational Reading' of the original Gary Gygax AD&D and it shows. Very inspired RPG and I highly recommend checking it out.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Jason H.
Verified Purchaser
Date Added: 08/09/2012 09:39:02
We finished the 0-level funnel adventure, Perils of the Sunken City, and ready are to dig into SC2: The Ooze Pits of Jonas Gralk with actual class level characters. Aside from these 3rd party adventures being outstanding, this review is for the DCC ruleset itself, which is such a lovingly crafted game one cannot help but admire the craftsmanship, time and thought that went into it.
First off, the art is reminiscent of 70s and 80s era artwork, and for me, i love that. I think a lot of older gamers will feel that same nostalgic tug. It even has a few silly cartoons thrown in there.
What is similar to current edition D&D? Fighter, Thief, Wizard, Cleric. D20 rolls. Skill DCs.
What is different? LOTS. The 7 main classes, fighter, thief, wizard, cleric, elf, halfling and dwarf, all have very, very different abilities. Magic is powerful and mysterious in this game, and can actually corrupt a wizard physically and spiritually. Clerics call upon divine intervention, but can possibly displease their deity and must make appeals and sacrifices. Thieves have the standard set up thief skills everyone is used too, but they have special Luck recharging bonuses that most other classes lack. The fighter is special too, not just a dude who swings a sword, he has a special ability called Mighty Deed of Arms, which basically means, "If the player can think of something cool to do in combat, here's his chance at success." Thsi can be anything from plucking out the eyeball of a basilisk, parrying an attack, kicking someone down a set of stairs, swinging across a chandelier and impaling the black knight, etc.
The racial classes are interesting too: elves are essentially fighter-mages, halflings are thiefy, and dwarves make excellent fighters.
What else is different? The Critical Hit and Fumble charts. This game is DANGEROUS. Losing limbs and organs can be a common occurrence. For me, i think i might tone down some of that lethality just so the PCs can survive a little longer, but the system is imminently tweakable, i don't think any gamemaster in the world could resist putting his own stamp or twist on the rules.
There is more, but in the end i just have to say...buy it. You won't regret it.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
James C.
Verified Purchaser
Date Added: 07/20/2012 12:23:34
This is one of the better Original Edition Inspired RPGs I have seen hit the market in awhile. While I have a great love of Lamentations of the Flame Princess, Castles and Crusades, and Swords & Wizardry DCC has a vibe all its own. Some people might say the game is crunchy, but that is where the fun begins. No one session is alike, the play is very random and keeps the players and referee on his/her toes. The game is class and level based and really takes the classic Appendix N to heart. Herein you will find true classic Swords and Sorcery handed over on a unique and well crafted plate. Also the third party support on this game is amazing!
If you do not own DCC and you are a fan of classic D&D or Swords & Sorcery, you need to pick this up now!
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Megan R.
[Featured Reviewer]
Date Added: 07/19/2012 13:11:04
Back in the mists of time, I wandered into a meeting of the university's then wargames club and over the sound of jawbones hitting the floor at the sight of a woman, a lanky fellow asked "Would you like to play D&D?"
Opening this work takes me back to the sheer wonders and excitement that followed. The whole style, the artwork, the words, are redolent of those early books that soon found their way onto my bookshelves alongside the botany textbooks... and yet, this isn't merely another retro-clone, it is a coherent game in its own right, bringing its own freshness and elegance to the core of fantasy role-playing: the small band of adventurers battling enormous odds and terrifying monsters in search of awesome magics and heaps of treasure.
The opening pages include myriad armies of humanoids bearing the credits aloft on banners, passing a list of playtesters and even some photos of early games on their way to the introduction... or at least an admonitory page that lists what you are expected to bring to a reading of this tome, along with a large fire-breathing dragon to deal with those who come unprepared!
Then on to the Introduction, where the core mechanic of a single d20 roll is explained with sections detailing the differences and similarities depending on which rules systems you already know. That one page pretty much sets you up, the remaining hundreds supply the fine detail, the meat for the bones.
So, on to Chapter 1: Characters. Herein is the first novel concept, the 'Character Creation Funnel' where instead of labouring over a finely-honed character long before you get to adventuring, you create a handful of completely random Level 0 characters for each player, and run the whole lot through an adventure or two, unprepared as they are. Those that survive are rewarded with a proper character class and all the other stuff that most of us reckon belongs on a character sheet and, armed already with tales of the overwhelming odds that they have overcome, they'll be ready for the real adventures to begin. It's different, it sets the style of a game in which it is less important what awesome stats or cool gear you have than it matters what you do with it, an acknowledgement of the staple of fantasy fiction where some gawky unprepared farmboy or alley rat finds himself thrust into epic adventures and makes good.
These basic characters are described by their ability scores that represent their Strength, Agility, Stamina, Personality, Intelligence and Luck; all rolled in that order with 3d6. Game balance? Character concept? Pah! Roll your bones and live with what you get. Or not, this Level 0 fellow may not have a long life... but maybe he'll be a legendary sword-swinger or spell-caster before you are done with him. This new-spawned character is supplied with a random occupation (the trade he plied before some whim sent him adventuring) complete with appropriate trade goods and a weapon that he's learned to use, at least well enough to be more of a menace to monsters than to his friends. The 'occupation' table includes demi-human races, and in this game those who survive long enough to get a character class will find that their class is Dwarf or Elf or Halfling, rather than Wizard, Warrior, Cleric or Thief... each has its own section explaining what they can do, the abilities and resources on which they can draw as their career progresses.
Next comes Chapter 2: Skills. As well as being able to fight, and maybe cast spells or thieve, characters have skills pertaining to whatever occupation they had before they started on the road to fame, fortune or an early grave as an adventurer. If a skill is appropriate to what you are trying to do, and you can argue the case for someone of your trade knowing that skill, you can roll a d20 to attempt it, else you roll a d10 to represent 'untrained' use of that particular skill. Yet these skill checks are best kept for when abstraction seems appropriate - if players can describe clearly what they are doing in the given situation, the results may well be obvious to the referee and the dice won't be needed. So this is a short chapter, and we move on to Chapter 3: Equipment.
Starting characters of Level 0 are regarded as peasants who have probably never seen, let alone possessed, a gold piece in their lives (apparently the offspring of nobility or even wealthy professionals never go adventuring!) and are gifted a basic weapon from their former occupation, so will not be buying much. However, those who survive long enough to amass some loot are likely to want to spend it on gear so weapons, armour and some basic items of equipment are to be found here with prices and other details. For those wishing to start at higher levels, there are suggested 'starting gold' figures as well.
Next is Chapter 4: Combat. This covers the basics of the combat resolution system, with the assumption that the referee already has a fair idea of what he is doing from other similar games. One refreshing point is that the use of miniatures and battlemaps is, if not actively discouraged, regarded as optional. Combat is turn-based, with group initiative at low levels (moving to character-based initiative once the surviving few are all that remain of the original mob). Most characters can undertake but one action - fight, cast a spell or the like - as well as move when it is their turn. Normal attack rolls, along with criticals and fumbles (ranging from making yourself the laughing stock of the party to stabbing yourself and falling flat on your back!) are covered in sufficient detail to empower the orderly running of a combat encounter. Whilst the main focus is on melee, ranged and mounted combat are also detailed. Characters who fancy having songs written about them have a chance at performing a Mighty Deed of Arms - provided that they say so before rolling their dice, and roll well when they do so. Characters are encouraged to devise a 'Signature Deed' that they specialise in, although this is as much for colour than it is for mechanical effect!
All this skill at arms has the inevitable result of dealing damage and even causing death, so this is the next topic to be discussed. When a Level 0 character runs out of hit points that's it, he's dead; but as characters rise in level they get a bit tougher and there's a window of opportunity to save them before they bleed out entirely... although it is likely that they will suffer permanent damage and have a fine scar to show the grandchildren! Healing and other combat-related matters are dealt with here as well, from fighting two-handed to turning undead by use of a holy symbol and even spell duels!
Appropriately, then, next comes Chapter 5: Magic. This starts with an awful warning: magic is not something to be meddled with lightly. It's dangerous, hard to control and can levy a heavy price on those who dare to wield it. Hence, there are no casual, off-the-cuff small magics, the sort to make life convenient, just the big spectacular spells. The source of magical power depends on what sort of spell-caster you are. Clerics, naturally, draw on their deities. Wizards may practise white magic (or enchantments), elemental magic or consort with demons to learn black magic. In game mechanical terms, however, they work if you make a spell check, a d20 roll with appropriate modifiers, which you have to roll every time you want to cast a spell. Wizards desperate to succeed can engage in 'spellburn' which is a process to enhance capabilities by sacrifice (i.e. gain some extra positive modifiers!). Spellcasting takes a lot out of you, which is why wizards can only cast a limited number of spells a day. Moreover, no two wizards are the same and they don't cast identical spells - each time you learn a new one you roll on a table to determine how that spell works in your hands... an interesting and novel way to ensure that magic users are not clones, but individuals with signature abilities. But beware: while low-level wizards pack quite a punch, as they rise in level and power so do they run greater risks as insiduous corruptions beset them (especially whenever a spell check is fumbled!). Clerics, on the other hand, have to beware of gaining the disapproval of their deity. In classic style, there are numerous tables on which the GM can roll to determine precise effects. In time, it may be hard to distinguish between spell-user and monster!
So, on to the spells themselves, a full 716 of them for wizards alone, plus an assortment for clerics. Wizards, apparently, are a bit like trainspotters, almost in competition to find as many of those 716 spells - first described by a list-obsessed wizard who woke a somnolent elder deity to ask! - as they can! Each is described in detail, with tables to roll upon to determine the results of casting them successfully... or what will happen when you botch your casting. GMs will have hours of fun telling the party what happens each and every time magic is performed.
After delighting my way through that lot (and I shall be hoping to get a wizard character if I get a chance to play rather than GM!), Chapter 6: Quests and Journeys looks at the sort of things our intrepid characters might get up to in the course of their adventures. It carries with it an exhortation: to lift the game away from pure mechanics and die-rolling, and to turn to a quest format whenever someone wants to gain something or achieve a goal. Quite a few examples are given, and could provide scope for epic adventures in place of mere mechanics: if you wish mastery of a certain weapon, say, seek out a master and study under him, rather than select it at your next level-up! Then comes a discussion of the conceptual differences between the real modern world and the cod-mediaeval fantasy one the characters inhabit, and how to use it to good effect to make adventure out of a mere trip to the next town to seek out a swordsmith or a new mount. Travel is an adventure in its own right - even when you remain on the surface of your game world... and then there's underground or even other planes of existence to explore!
Next, Chapter 7: Judge's Rules opens by suggesting that rules should bend to the GM's whim, not the other way around! Other suggestions follow thick and fast, including maintaining openness and real risk, no die-fudging to keep characters alive: dungeon-crawling classic style is a dangerous occupation. There's a lot more about the underpinning logic to magic, how to design new spells, where wizards will find spells to learn (and how to make them work at learning, not just scribble down spell names as they come across them or level up). Details of wizard's familiars and how to make them intersting and unique in their own right... even some patrons and the benefits and drawbacks of associating with them. Magic in this game has the potential to be far more potent and powerful and story-driving than in many games. Clerics and theurgy gets the same kind of treatment, before the discussion moves on to heroes, experience points and luck.
This is followed by Chapter 8: Magic Items. Don't expect to get them out of a catalogue, each is unique and brings its own flavour to the game... and there are tables to roll upon and advice to help you come up with your own items that will feature large in the legends of your world. Swords, scrolls, potions, wands... the usual items, but with a certain spin to them that makes them truly remarkable, as they ought to be. You are encouraged to create backgrounds, provenance, personality, for each and every magic item you place.
And where would we be without Chapter 9: Monsters? Monsters are not the catalogue of adversaries you might expect. They are mysterious, and knowledge about them can be as valuable as slaying them outright. Referees are urged to describe them as they appear, not baldly name them as an orc or ogre. And they are not alike. The orcs hereabouts may be quite different from the ones two valleys over - and as likely to fight each other as to lay in to the characters. Oh, and they do things their way, have powers or skills that characters do not. Then a real shocker for many modern gamers: no encounter balance. In this game, it is not only all right to run away, that may be the best option if you want to stay alive. Plenty more tables to roll on here to help you make this all come about. Example monsters are provided, along with notes on what treasure they might have. The worst monsters - the ones who ostensibly are 'people' just like the characters - are also included. And now, we are ready to begin. Rolls your bones and face the funnel...
This does indeed do what it says on the tin: the full heady flavour of early fantasy gaming coupled with elegant thoughtful rules that show considered understanding of a good thirty years of game development. And it comes redolent with images of the kind that take you right back to those early days.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Cedric C.
[Featured Reviewer]
Date Added: 06/20/2012 22:54:56
Introduction: Dungeon Crawl Classics has been making some buzz on the RolePlayingGeek forums. The "not just another return to old school" RPG comments and Goodman's reputation made me take a closer look at this highly thematic fantasy RPG.
Art: Probably what hits you first is the "old school" art. It's not the slick Magic the Gathering art that's been infecting coffee table RPG's, but art last seen in the old first edition Advanced Dungeons and Dragons. I'm namedropping, but Erol Otus, Jeff Dee, and Jeff Easley are contributing artists. And, yes, the art still has no relevance to the text the page is on, comsuming gobs of laser printer ink if you're even thinking of printing this out. I *REALLY* wish a printer-friendly PDF version of this book was released.
Core Mechanic: It's OGL.
Differences from other systems: Basic D&D's Cleric, Thief, Warrior, Wizard, Dwarf, Elf, and Halfling classes. Surviving 0th level. The Luck ability score. Spell checks -- which work differently for wizards versus clerics. Critical hit tables, fumble tables, and other tables of thematic fury. No prestige classes, attacks of opportunity, feats, or skill points.
Organization: The book is pretty intuitive to use. For example, character generation comes first (because all the old school gamers did that sort of thing), before the actual combat mechanics. It's also a PDF, so searching is easy. While it has a simple Table of Contents, it has no index. Chapters are Characters, Skills, Equipment, Combat, Magic, Quest snad Journeys, Judge's Rules, Magic Items, Monsters, and two Adventures.
You start at to 0th level, with its high mortality rates. The book states upfront you'll generate -- and play -- several characters and see who survives. The core book comes with a 0th level adventure so DMs will have an idea of how to design one. And there IS a random character generator at Purplesorcer.com. Still, you can easily make first and higher levels if you want to do boring things like survive.
In addition to the standard platonic solids (and the heretical d10), the game calls for Zocchi dice: d3, d5, d7, d14, and so on. They'll set you back over $20 on Amazon.com. Rather than just using positive and negative modifiers, you will "step up" and "step down" dice. A d8 might be stepped up to a d10, or stepped down to a d7, for example. Unfortunately, for those of us who own iPods, there's no app for this (yet). But see Purplesorcer.com for a web die roller and KickStart app.
DCC pretty much uses the standard six ability scores and modifiers. Personality replaces both Charisma and Wisdom. Luck is a new ability score used for a variety of skill checks and other rolls. You can burn Luck for a one-time bonus on a roll (typically life-or-death) and gain it back through roleplaying to your alignment. Your character will roll on the Luck Score table to see what special ability they can modify with Luck (eg. The bull: Melee attack rolls).
Character generation consists of: 3d6 for each ability. 1d4 hit points, modified by Stamina, one randomly determined piece of equipment, one randomly determined occupation, and zero XP. On the character Occupation tables, you roll your character's occupation and if their character is a non-human (such as a halfling chicken butcher). You get to choose your alignment: Law, Chaos, or Neutral.
PDF Notes: Character generation is only twelve printed pages long, so you can print this section as a handout for players.
Classes: As said, the classes are Basic D&D's Cleric, Thief, Warrior, Wizard, Dwarf, Elf, and Halfling. Each class has its OGL level progression table, but also have special abilities that set them apart. Clerics and Wizards cast spells (that's a whole chapter in itself). Thieves have thief-related skills and can better use Luck than other classes. Warriors can make cinematic Mighty Deeds of Arms, such as blinding or disarming an opponent, and have improve critical hit tables. Dwarves and halflings are fighters while Elves are fighter/wizards. Besides racial abilities, dwarves have a shield bash attack, and halflings can fight two-handed and serve as a party good luck charm! The non-spellcasters are easier to play. Each class's section is only a few pages long so you can print out these sections as player handouts. (Spell casters, however, will need to know the Magic rules.)
Combat: Combat is pretty much OGL with chromey tables and without a grid. Roll for Initiative, roll for your Attack, roll for damage. A Natural 1 results in a roll on the Fumble table, and a Natural 20 means rolling on your classes' Critical Hit table (yes, there's more than one Critical Hit table!). Warriors and Dwarves have their Mighty Deeds. NPCs have Morale Checks. Characters can fight two-handed with penalties, and clerics can turn unholy opponents. DCC also has a complex Spell Duel subsystem that can accomodate multiple spellcasters -- and can result in nasty eldritch side-effects (demonic invasion, anyone?). With the grid gone, combat has been simplified back to AD&D.
Magic: Magic is dangerous. Spellcasters make a spell check, and each spell has its own results table. The higher the result, the better effect the spell has. Critical failures and successes add highly thematic penalties and consequences. A cleric's failure reduces his chances of casting spells until the next day (his deity's busy fighting a holy war) and a roll on the disapproval table (eg. a test of humility). Wizards have the far worse (and amusing) miscast and corruption failures. Miscast an Animal Summoning spell, and your familiar might disappear and come back very very angry. An example of a minor corruption would be ears mutating, major corruption corpulence, and greator corruption tentacles replacing limbs. Wizards' spells are further individualized with side effects ("Mercurial Magic"). Spellburn rules allow wizards to temporarily sacrifice ability points to add to his spell check or recover cast spells. Wizards have familiars, can consult spirits, and can even acquire supernatural patrons. These effects are handled by extensive but uncomplicated tables in the book. Unfortunately, the magic rules and spells are not well layed out for printing from a PDF. The magic section mixes rule players *must* know (eg. descriptions and ranges of spells) with information a gamemaster may wish to keep from the players (eg. the various tables of effects). Spells are about a page long, but some spells wrap to the next page, making printing of individual spells inconvenient. Clerical spells and wizard mechanics and spells differ enough that I would have preferred to see a different chapter on each.
Magic Items and Monsters: In the DCC world, magic items are rare and unique, monsters mysterious and heresay. Swords receive an extensive treatment of tables to personalize them. Rules for scrolls are provided. Potions have a table in under the Make Potion spell, but that's about it. Magical items are more like the One Ring than Home Depot. Although a monster bestiary is included (they get their own Critical Hit tables, too!), so are suggestions to make a stock creature unusual enough for players to be unsure what they're facing. Stat blocks are also included for human non-player characters. Treasure is relegated to an opinion piece against the conventional "monster guarding a pile of coins". If you (and particularly your players) don't like this aspect of the game, it shouldn't be too hard to change.
Adventures: The core book comes with two adventures, The level 0-1 Portal Under the Stars, and 5th level Infernal Crucicable of Sezrekan the Mad. These adventures were also released at the 2011 Free RPG Day, so do not purchase the Free RPG Day product. True to its lethal character generation, Portal is designed for fifteen to twenty 0th level characters, with each player definitely controlling more than one character. The author's playtests show games of up to 28 players and a 50% mortality rate, with only one TPK. Infernal is more conventionally suited for 4-8 5th level characters. Portal has nine encounters and Infernal three. I haven't played them, so don't have a sense how long the adventures take or how "meaty" they are.
Support: Despite the new release of the core books, DCC already has some adventures and other support available. Purple Sorceror Games has a free character generator and dice roller. Their first adventure, Perils of the Sunken City for 0-1 level, is available on DriveThruRPG and has free paper miniatures and battlemaps at the website. Goodman Games has released two DCC adventure: Dungeon Crawl Classics #67: Sailors on the Starless Sea, and Dungeon Crawl Classics #68: People of the Pit(previous DCC adventures are for other game systems). Other 3rd party companies (even Paizo) are advertised with the PDF but their websites don't show product released yet. DCC is OGL, so, except for 0th level 15+ character adventures, I don't think it would be difficult converting from D&D 3.x to DCC.
Conclusion: Dungeon Crawl Classics puts a fantastic spin on generic fantasy roleplaying. Those of us who remember "old school" games with their extensive critical hit tables and other wild ideas have them again. Spells are no longer lifeless stat blocks but are to be feared, even by those who wield it. With D&D Next returning back to its "old school" roots, Dungeon Crawl Classics is definitely worth a look at.
[4 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Ben B.
Verified Purchaser
Date Added: 06/12/2012 01:27:19
Simply excellent.
I've grown up with RPGs in the background, considered myself one of the early "Munchkin" gamers...
"Go play Atari, kid, this stuff is too...complex for you..."
---Thought balloon "If he sees our Heavy Metals and that topless lady pewter figure and tells Mom..."
But I've played D&D/AD&D and others for years, sadly not much after a year or so into the 00s
Reading this, and I got the "Free RPG" a year ago, it's well worth the price. I'm starting to like "Old school" rpgs. Oh, I do not bash the future and idolize the past, I simply like the imperfect RPG worlds of past times versus the more slick, modern worlds created by big businesses. They have better writers, artists, etc. But I like the RPGs that were hashed out in a bunch of adventures and kind of formed consensual mish-mash fantasy worlds. Being real geeky I hope there's "Oerth" somewhere in the multiverse, but oh, well...
So, it made me feel like a kid again, but I've played enough RPGs to "Run" this in my head and it's brilliant. Enough chaotic/offbeat/old school to be random, enough experience in people making it that the problems with the old rules aren't out to inspire another "Nodwick". Don't get too nerdy/attached to characters, though. Plenty of real death, encounters too powerful to charge in fighting.
I'll note they did a "Recommended Reading" list in the back which was a photo of a pile of books. Many of these are in my list. One note, and I'm not saying ill, but there's no Clark Ashton Smith despite there being clear CAS influence, notably the "Vombis Mold and Vombis Zombie" but big deal!
Now, as a PDF. Obviously it reads perfect on my computer using default PDF viewer software and Corel PDF Fusion.
I also have a Toshiba Thrive tablet. On this it reads very well, though a few pages towards the beginning, the ones with photographs with text imposed over don't show up, but I can read the full thing OK. Likewise subsequent modules I've bought the two released as of this date of this comment work perfectly on all screens.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Illes T.
Verified Purchaser
Date Added: 06/08/2012 05:10:30
The DCC RPG is the most plaesant surprise of the year. It's a game that not only captures the feeling of old-school gaming and appendix N literature, but does it with the use of innovative and fun game mechanics and with the help of writing that's going to have an impact on how you play and run your games.
The size of the book might be intimidating, but it's a bit deceiving: it's full of cool illustrations made by the best old-school artists of the past and the present, the font is quite big and there are plenty of whitespace. I found it quite easy to read, it didn't strain my eyes like some other, flashy products. Joseph Goodman has a very strong opinion and goal, and the writing mirrors his enthusiasm very clearly. I enjoyed it very much, especially since he gives a lot of good advice for players and judges too. I think this is one of the defining aspects of DCC RPG: instead of more and complex rules, you get inspiring advice and content to customize the game. Goodman Games deserves a praise for the bookmarks too, which make navigation in the pdf very easy. Too bad there's no index, which makes it harder in the hardcover version...
The rules are based on a the d20 system, but leaves the crunchy character optimizing game elements and pain in the ass rules out. Your character is an amalgam of a profession, six attributes (strength, stamina, agility, intelligence, personality, luck), a birth augur, and of course a character class. By default the game advises the players to start with a handful of level 0 commoners, who will become level 1 adventurers after their first adventure, but you also get the rules to start at higher levels. The attributes go from 3 to 18, their bonuses going from -3 to +3. Luck is and odd one, because it can change a lot: you can burn your luck to survive dangerous situations, and you can gain more if you find a way to please fate and the gods.
The seven classes might be well known from earlier editions of D&D, but they are very different from their origins and even each other when it comes to gameplay and mechanics. Warriors are brutal in combat and have the Mighty Deed of Arms, which is probably the coolest and most flexible subsystem for martial maneuvers I've ever seen. Thieves are good at thief skills and their luck reacharges with rest. Clerics can use the power of their gods to turn unholy (what's unholy depends on religion), lay hands, ask for divine aid and summon spells, but they must be careful, for the overuse of their powers or bad luck might anger the god, and pleasing the gods requires sacrifice. The wizard cast spells in a semi-vancian way, can serve and invoke various patrons for more power, but at a cost. Dwarves are underground fighters who can smell out treasures, detect strange constructions and are adept at using their shields. Elves are a mix of warriors and wizards, who can find patrons easier, are immune to sleep and paralysis, have infravision, but the touch of iron burns their skin. Halflings are good stealthy, ambidextrous and bring luck to the party.
The core system is very light. The whole skill chapter is only two pages long and the rules for combat aren't complex either. It's the extra stuff, that makes thing more complicated, and in my opinion, interesting and cool. You get critical and fumble charts for combat, Mighty Deed of Arms for warrior maneuvers, and a seperate sub system for spell duels. The latter is perhaps the only part of the game that's more complex than needed, and might slow down gameplay. DCC RPG also uses the Zocchi dice, and in a good way: instead of adding or subtracting modifiers, some situations change what kind of dice you roll, eg. when fighting with two weapons, you might roll a d20 for your right handed, and a d14 for your left handed attack.
The largest chapter of the book is of course magic. Every spell has various power levels. How powerful you cast a spell depends on your roll, caster level and spell casting attribute modifier. Most spells aren't really single spells, but contain multiple variations. Wizards must be careful, for fumbles and low rolls can result in corruption, misfire and the loss of the spell until the next rest. Clerics are safe, but the overuse and failures will give them penalties for their following spells. I also love the mercurial magic chart: every wizard gets a side effect for each spel he learns. There are good, bad and even neutral side effects, and these make it sure that two wizards won't cast the same spell the same way.
The rest of the book contains supplementing rules, guidelines for running the game, craeting magic items, a bestiary with lots of charts to craete unique humanoids, demons, giants, dragons, undead. There are some appendices at the end of the book for curses, poisons, house ruling, names, titles, etc. Not much to write about these, I already praised them in the second paragraph enough. We also get two modules, one for zero level characters (this one is quite good) and one for fith level (this one is an interesting, but way too short deathtrap). After that, all you get is more art and ads about third party publishers.
Overall I'm very satisfied with the product. It's good to see in the big old-school mania a game, that not only captures the feel of old-school fantasy literature, but improves it, and does it with modern mechanics, without cloning an older edition of D&D. It's also a very good and useful supplement for Judges, Dungeon Masters, Referees of other games, since it's full of great guidelines, advice and mechanics, that you can use elsewhere.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Ian A.
Verified Purchaser
Date Added: 06/05/2012 21:29:54
I started playing RPGs in 1981 and played up to and into college for a few years. I played B/X, BECMI, AD&D, Traveller, Star Frontiers, Gamma World, and many other systems. My favorites were B/X and AD&D. I stopped playing in college and took up miniature war games. I started playing again a few years ago and have been playing Pathfinder. I did not care for 4E. At the beginning of 2012 I decided to play some of the retro games, C&C and LL.
I recently bought and read DCC RPG. I can tell you I read much of the rule book over about a week and was amazed. I remember the sense of wonder I experienced so long ago when I initially read the Basic Rule book out of my red box. That is the same way I felt when I read DCC. I have not played the game yet, but I am preparing to run my group through a DCC campaign. The book is visually stunning with so much wonderful old school artwork. I enjoyed distinct flavor each character class represents. DCC is truly a homage to Howard, Michael Moorcock, Fritz Leiber, and Sword and Sorcery in general.
$40 is worth the price if you are a fan of OSR, Sword and Sorcery, and great game mechanics. Even if you never play the game. On a side note the game seams like it was made to House Rule for those who like to make small changes to their games.
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
David D.
Verified Purchaser
Date Added: 06/03/2012 18:19:40
I cant wait to try this out. Ill post a more detailed review later after ive played it. The art is fantastic and the concepts for making magic dangerous, risky and powerful with costs and long-term consequences is great. My only caveat is that i didnt care for the racial classes (elf, dwarf, halfling) but im sure those will be easily amended with house rules or later expansions.
[4 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Steve P.
Verified Purchaser
Date Added: 05/22/2012 04:15:14
This is no retro clone.
It is brilliant. Fresh and inventive.
It is like nothing else out there.
The artwork is incredible.
It will be supported with a mass of material.
Buy it!
[5 of 5 Stars!]
Dungeon Crawl Classics Role Playing Game (DCC RPG)
Goodman Games
Joshua G.
Verified Purchaser
Date Added: 05/22/2012 00:59:04
In all fairness, I received a review copy of this excellent book a while ago, and posted the following review to NerdTrek originally.
The first thing one can not escape when scanning through the 488 pages of Goodman Games Dungeon Crawl Classic (DCC) Core Rule Book is the art. It's everywhere, and I do mean, everywhere. The TOC is laid out inside art panels held up by characters, credits, play tester thank yous, designer notes, all tucked into the artwork, that is…for lack of better explanation, straight out of the 70′s. Seriously, this IS your daddy's artwork folks lol. The art instantly took me back to my childhood and the style of RPG games that were on the shelves at my local game-store when I first got into role playing as a hobby. Is it cheezy art? Oh yeah, but in all the ways that make it good, that type of silly weird art that feels like a guilty pleasure.
Not looking to simply be yet another retro clone, DCC holds it's own with a rule-set that brings old school simplicity to today's audience of players, with just enough of the standards in today's rules to make even hardcore edition warists feel comfortable learning how to play. One of the first things that stuck with me, when reading how one designs a character for DCC, was that your race is your class….You are an elf, or a wizard…remember those days folks? No Elven Wizards here, nor Dwarven Warriors…nope, uh uh. Old School standard put elves and dwarves as their own class, and so does DCC. We also have the concept of the Zero level character, which I could see being an absolute bloodbath for the poor players. Building characters as the rules layout, which will really irritate those min-maxers out there, you will end up with at least four zero levels characters per player at the table, all with truly random abilities and gear. Why so many? Why so Random? Simple. You roll your stats and right them on the sheet in the order you roll them, with 3d6, no re-rolling, no dropping low rolls, just take what you get…then roll for a profession to determine what piece of gear you get to take with you (anything from a farm implements to barnyard animals). You create a handful of characters because, well, you have no real weapon, skill, or armor….and barely any hit points, your gonna die, a lot, lol. But, with a crowd of characters the odds of one making it to 10 XP is good, and at 10 XP you become first level, and get to pick a class, and begin building your character into someone. Where as the concept of how to start a character is very different from most games in it's approach to forcing a player to truly play a nobody at start, its a refreshing difference, and one that I think has the potential to be a lot of fun for a group, I can see them tracking the dead pool, and sharing tales of how their zero's died, lol.
Another of the many concepts within this system that I found interesting was that magic corrupts, pure and simple. The longer one uses it, the higher in level one gets, the more chance the run that magic will corrupt them, both physically and mentally. Why? Simple, magic is derived by dealing in pacts with demons and devils, negotiating with celestial beings, and harnessing raw elemental forces never meant to be channeled by humans…so it kind of makes sense when you put it in perspective, and I find myself amazed that more mainstream systems have not tackled the very same issue as a standard rule as of yet. The magic section contains several d100 charts (I know, how long has it been since these were the standard for everything, mass nostalgia) handling magical effects, corruption results, costs of doing business with demons/devils, results of spell burns (a method for "saving" failed spells), and the most interesting chart of all, in my opinion, the Mercurial chart. Mercurial Magic, the concept that everything, and I do mean everything matters when it comes to magic, and therefore no two spellslingers could possibly be the same. The first born child of a hanged witch, child born as a rare comet reached the apex of the twilight sky, man subjected to blindness by looking into the well of the abyss….all of these people are special to the fabric of reality in a different way, and magic flows through them differently, as it should, hence the mercurial magic chart, to determine the different results of their spell castings. Just another concept of random weirdness to remind you that fantasy games are supposed to keep you on your toes, and never grow complacent.
And of course, it would be wrong of me to fail to mention that this system already has an immense amount of support material, not only int he form of adventures from Goodman Games, but from 3PP's as well, and at least in my point of view, when you see a compatibility logo, it's a good sign that a system is worth checking into, as it's going to have new material and support from more than one source, which usually means there will be plenty of material for GM's and players alike.
For those who are missing a simpler time in gaming, when demons were demons, and the bad guys wore black, this game will feel like coming home. For those who are looking for an alternative to their current mainstream that will take them back to their childhood (or at least their older brother's), then this game will be a lot like dropping by the neighbors for a fun night of hanging out…something different, but all together enjoyable and familiar.
The formatting is top notch, in that it makes you think you are reading a book from the 70′s. I found practically no typos or editing glitches, and in a book of this size, that's saying something. The layout jumps from single to dual column throughout the book, with artwork both embedded and on splash pages. The artwork is B&W and all invokes the era of the 70′s when it comes to the style of art that was popular during that time period, I swear a few of these pieces would have worked as side murals for vans back in the day, right down to the shirtless muscled warrior with sideburns saving the day.
The rules are solid, and fun, which is an all important detail when it comes to a game system. They are simplistic enough that a group could learn the game quickly, but complex enough to make sure one does not feel like they are playing a stripped down game. The balance found there was a good one, and impressed me with how easy the rules felt to grasp, while still being subtly complex in their design.
Overall, this is an excellent product to add to a gaming shelf, both as an alternative game for a group, a new game for those groups disillusioned with their current game, a instant favorite for the old school crowd, or a great way for the younger generation to reconnect with the older generation of gamers on common ground at the gaming table. I can not recommend this book enough, it really was a blast to read and reconnect with my roots, and I urge you to pick up a copy for yourself.
[5 of 5 Stars!]
Publisher Reply:
"I find myself amazed that more mainstream systems have not tackled the very same issue as a standard rule as of yet..." I find myself amazed that somebody who purports to be knowledgeable enough to offer up a product review obviously has no idea of Warhammer (superior 2nd edition). Pay this much money for a game which "channels" a the "feel of the good old days"...? Easier to fish up a copy of a REAL game from the good old days, and find a copy of Warhammer 2nd Ed. So many clones; so few ideas...
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text:
Hagman died at 4:20 p.m. Friday at Medical City Dallas Hospital from complications of his recent battle with cancer, members of his family said.
"Larry was back in his beloved Dallas, re-enacting the iconic role he loved most," the family said in a statement. "Larry's family and close friends had joined him in Dallas for the Thanksgiving holiday. When he passed, he was surrounded by loved ones. It was a peaceful passing, just as he had wished for. The family requests privacy at this time."
The iconic role of J.R. Ewing metamorphosed Hagman's life. He rocketed from being a merely well-known TV actor on "I Dream of Jeannie" and the son of Broadway legend Mary Martin, to the kind of transnational fame known only by the likes of the Beatles and Muhammad Ali.
Hagman made his home in California with his wife of nearly 60 years, the former Maj Axelsson. Despite obvious physical frailty, he gamely returned to Dallas to film season one of TNT's Dallas reboot and part of season two.
Linda Gray's agent, Jeffrey Lane, said the actress was at Hagman's bedside when he died, according to The Sun in London. He said another co-star, Patrick Duffy, was also present.

subset: commoncrawl


text:
Moms Talk is a weekly feature on all Lehigh Valley Patches in which local parents, caregivers and other members of the community are invited to share opinions and advice on parenting topics.
This week's Moms Talk question relates to depression and parenthood.
Depression runs in families. That's a scientific fact. Women are more likely to experience depression than men. Another scientific fact. That's why comic Sarah Silverman says she has made a conscious choice not to have kids – she doesn't want to pass on her issues to her children.
And that brings us to this week's Moms Talk question:
Should people who suffer from depression avoid having children?
Our Moms Council members include:
- Lisa Amey of Upper Milford Township is a stay-at-home mom to an 8-year-old boy and a 5-year-old girl. A past president of the MOMS Club of Emmaus and longtime member of MOPs (Mothers of Preschoolers), Lisa is an Independent Consultant for Arbonne International.
- Lisa Drew of Emmaus is a certified nutritionist and personal trainer, wellness and fitness coach with more than 17 years of experience. She is the mother of a 13-year-old girl and a 9-year-old boy.
- Jennifer Elston of Emmaus has almost two decades of professional experience in child development and counseling. She is currently a stay-at-home mom to two beautiful girls. Together with her husband, Chris, she owns Christopher Elston Photography.
- Jeanne Lombardo of Nazareth is the mother of a 10-year-old boy and a 5-year-old girl. She's new to the Lehigh Valley, having moved to Nazareth from Bergen County, NJ in January.
- Lisa Merk of Lower Macungie is a stay-at-home mother of four boys – a 12-year-old and 6-year-old triplets. Lisa is a past president of the MOMS Club of Lower Macungie East. In her "spare" time, Lisa teaches piano to school-age children.
- Zoila Bonilla Paul of Bethlehem is a stay-at-home mom to two girls – a 5-year-old and a 14-month-old. Zoila is a member of her local "moms' club" and says she is "well-versed in the fun that children can bring."
- Beth Sharpless of Emmaus works part time in a local emergency department as a nurse and part time from home as a customer support specialist. She has two children -- a boy who is almost 2 and a 5-year-old girl. She says they love spending time outdoors and dancing.
If you would like to become a part of the Moms Council and/or have ideas for future Moms Talk questions, please email firstname.lastname@example.com.
Mary Anne Looby
7:54 am on Sunday, January 13, 2013
I do not know who Sarah Silverman is, however, I don't really think it is any of our business who or why anyone decides not to have children. This is a personal choice. I am shocked that you would even post such a question. Surely, there must be other things to discuss.
Bob Alone
11:06 am on Sunday, January 13, 2013
I am a married father of two pre-schoolers whose wife suffers from major depression. Before we got married, we had a conversation akin to what Sarah Silverman is referencing. Should we have kids? She wanted them immediately. I told said I didn't want to have children until she got her mental illness under control.
To her credit, she has tried. She has gone to weekly "talk therapy", begun seeing a psychiatrist and has been on prescription medicine. We are even in family counseling.
Despite agreement to wait until her mental health improved, two years into our marriage our first child came and was unplanned. He's a blessing.
There are times she is like any other mom. Then there are the other times, like this morning.
Having just had the flu go through our family (including her) we are both stressed. This morning we fought over the stupidest thing (whether I would take the kids to church or whether she would watch them).
As always, the fight wasn't about any real substantive issue, but was about our tone with each other. The initial fight ends with me saying that I'll take the kids for the day but I "can't deal with her drama". I'm burnt out.
When you are in a relationship with someone with depression you learn to see the signs of when they are about to blow up. The tone of her voice, her body language, there is almost a feel in the air like a thunderstorm is going to hit. It was all there this morning.
Bob Alone
11:06 am on Sunday, January 13, 2013
I did what I always do and took the kids to another room in the house to let her cool down. She eventually came to where we were (to eat breakfast) and the fight erupted again. On the scale of what people fight about with a "1" being the remote control and a "10" being an extramarital affair, this is a 2 (effectively a family scheduling issue). What people don't know about living with someone with depression is that there is no difference between a 1 and a 10. When she has these spells everything is the end of the world.
She responded by having a complete breakdown, the adult equivalent of a two year old throwing himself on the floor. "Fight or flight" hits; she goes "flight".
Sobbing, Slamming doors, she starts muttering about how she hates her life and gets ready to leave the house. As gently as possible I remind her that the kids can hear everything she is saying. While I know it's the depression talking she screams that she "doesn't care".
I plead with her not to go I know the fear it will bring. I did what I always do and apologize and "plead guilty" (not the best thing for my own sanity but I just want her safe). She screeches at me to "get away from her". If one of our neighbors heard her they would think I had been hitting her.
Bob Alone
11:07 am on Sunday, January 13, 2013
With a loud slam of the front door and the sound of tires screeching out of my driveway it ends. I now sit here with my beautiful children.
Through all of this, they sat playing with their pirate toys in the middle of our living room. What I find so unusual is that they are not "phased by it" in the least. They stopped only when she yelled particularly loud or slammed a door, to them it's as if nothing is happening. To me that's the scariest part. I explain to them that "mommy's sick" and give them a treat to let them know its not their fault.
Now the waiting starts. I sit here and have no clue where she went, when she will come home and then the thought hits me: what if this is the time? What if this is the time she drives her car into a bridge embankment either because the illness has finally won or because she's too emotional to drive safely? What if this is the time? She has never attempted suicide, but she had talked about it before (before she started "real" treatment). It's one of my nightmares. Once I flushed all the prescription medicine in our house.
So I do what I always do and I pray. I pray that God will look over her and guide her safely through this incident. I pray that this horrible disease is not passed onto our children. I pray that having witnessed something like this will not screw them up. Both seem well adjusted, but I still pray. Is there a patron saint for the spouses of mentally ill people?
Bob Alone
11:08 am on Sunday, January 13, 2013
When she comes home (please God let it be "when" and not "if") there will be no apology. Somewhere in her mind I was wrong in not answering the scheduling question correctly and this is my fault. In couples counseling and I know that is where it will go.
I don't write this for anyone's pity or to have anyone judge my wife. She is a better mother than she will ever give herself credit for. 90% of the time she is the model mother. Over the past year in particular she has really been fighting to get it together. It's a prayer I need to remember: I need to thank God for bringing her into my life.
I don't regret having children with her, but I can understand where Sarah Silverman is coming from. If she knows she can spare a husband and kids what my family are going through, I can understand that. People should talk about this. Families like mine need help. We are blessed with good insurance and first-rate care, but somewhere there is a dad that not so lucky.
I never made it to church. I sit her now waiting for the phone to ring: praying.
7:41 am on Monday, January 14, 2013
Thankyou Bob for sharing. I guess I never realized that my husband is depressed, but so many of the things you mentioned sounds like they could have been me typing them. Most days for me are not like this...but in the last many years, I would say perhaps 3 times a year is bad and then there are smaller "episodes". But, EXACTLY with the everything from 1-10 is a 10. Having kids is a serious committment and my husband is a great Dad. Everyone has something they struggle with..everyone. Some people it is just more obvious than others. Like you said, 90 %or more, a model parent. I think that is true really for most of us. The kids see the worst of us...they also see the best. They are human and so are we. I pray we all can get a better sense of humor and not take like so seriously that we cannot let anger get the best of us. "Romans 12:21 ~ Do not be overcome by evil. But overcome evil with good." We can all overcome evil not in our own strength, but with the help of Jesus Christ. Lastly, there are far worse things for a child to deal with than a depressed parent. Trust me...I knew of someone with the most outwardly pleasant personality ever and that person was a child molester. Some people smoke or take drugs, committ adultery, gamble, addicted to porn, are selfish and just pay no attention to their children, etc. I am just saying some problems are out in the open and some are very carefully concealed. Children live in a sinful world but still can overcome with Christ.
Mary Anne Looby
3:06 pm on Sunday, January 13, 2013
Bob, you made a choice when you married your wife, you have stayed when others have gone. You accept that your wife is always going to be like this. She comes from a place of real need that has manifested into depression. I hope the health care people you are working with are well informed and have diagnosed your wife properly. She sounds to me like someone who needs to push you away, to always test you to see if you will stay. She may benefit from other medication or something more than talk therapy. You and your children should be seeing a professional. They really need to understand why Mommy is like this and that it has nothing to do with them. I would worry, if in fact she has a real metal illness other than depression, that it could be passed on to the children. At this point all you can do is make them aware and watch for the signs. I am sure if you studied your wifes family history you would find that this is quite possible "normal" behavior. I feel for you, there are others in the same situation. It is really a shame that our health care system is so broken that it cannot help familes of the mentally ill.
9:04 pm on Sunday, January 13, 2013
They are in family counseling (as stated in the beginning of his dialogue). And, what a lot of people fail to mention and realize is that you can't MAKE anyone comply with either their medical or psychiatric plan of care. So often folks start to feel better and stop taking their meds, only to end up in the same place they started. I just hope the end of the day was better than the beginning of the day for this father/husband.
Mary Anne Looby
9:21 pm on Sunday, January 13, 2013
Beth, I agree completly. I had a friend who, along with her husband, was stabbed to death by their beloved son who was off of his meds. This was a loving family with lots of siblings who tried as hard as they could to help their brother. Now they lobby in Harrisburg for changes to our mental health laws. When I mentioned counseling in my commment, I meant the Dad and kids and also the kids alone if they are old enough to verbalize. It is extremely important for them to have this support. I too hope his day has ended better than it started. This Dad needs a break, before he has a breakdown.
Mary Anne Looby
9:23 pm on Sunday, January 13, 2013
Also, if anyone on Patch who reads this knows this family, offer to help. Sometimes the stable parent is too embarassed to reach out for help. If you know any one like this don't ignore it, offer them help. You never know when you will need a helping hand.
Scott Korin
10:19 pm on Sunday, January 13, 2013
Yes, let's make depressed people feel worse by insinuating they are by default bad parents.
Also, I don't taking parenting advice from Sarah Silverman. She not exactly an authority on the subject. In fact, she's really not a very good person.
Mallory Vough
11:22 pm on Sunday, January 13, 2013
There are many hereditary conditions. Most don't come with rainbows, butterflies and sunshine. Shall we ask if alcoholics, men with receding hairlines, folks with a history of heart disease, etc. be allowed to reproduce?
What if your child battles depression? What if they don't? What if you stood behind your child no matter the battles they face? What if, what if, what if???
You're not making the best of your life if you're constantly living in fear of the "What if..."
Lisa Amey
9:17 am on Monday, January 14, 2013
I think Sarah Silverman is abrasive and obnoxious, but it's still her choice whether she wants to have kids or not, depressed or not. Think of all the other people out there-- drug addicts, felons, pedophiles, none of whom are prohibited from becoming a parent. Mental illnesses such as depression are mild in comparison.
Boxed In
11:22 pm on Sunday, January 13, 2013
Are you kidding me??? Intellectualizing the most primal function of all living creatures? We as a society are having difficulty telling depressed people they can't have instruments of death and you are asking about controlling the creation of life? How are you going to quantify this? Make everyone get a license and take ishaharas depression checklist before allowing them to reproduce? Not everyone realizes they are depressed. I am by absolutely no means a right-to-lifer, but this question is difficult to pose to anyone. Even the gentleman above repeated that the children were a blessing. Yes life is difficult for them but they are living it and surviving. They made that decision of their own free will. Who are we to take that decision away from them? Who are we to even debate their decision? We can chose to help them or we can chose to let them help themselves, but can we judge them? I was very depressed when my child was born. But I did not know it. When it was realized, I got help. I am better and in control of my depression. If I was not allowed to have my child, I would have missed my window of opportunity and would never have known the blessing. My family unit is healthy and functional. I attribute my family with my health. Who are you to tell me I should not have reproduced!!!
Jennifer Elston
8:58 am on Monday, January 14, 2013
I think it is a personal decision that only an individual can make. To generalize and base any conclusive evidence on Sarah Silverman's decision is ridiculous.
Believe me, people who have depression ask themselves this question every day. They do so mostly because society places a stigma on mental illness.
Most people with depression don't want their children to suffer the way they do/have, and that is the main reason why people with depression ask themselves if they should have kids.
I think the answer is YES. People with depression can have kids. They need to be self aware and willing to seek help when necessary. They need to be able to help themselves even when they don't want to.
They need to marry the right partner--someone who understands their needs. They need to surround themselves with friends who understand, or are willing to try to understand, their plight.
9:32 am on Monday, January 14, 2013
My fiance has bipolar disorder. As a couple, we have been through very trying times. He does his best to help himself, and I do my best to be supportive. Things have been good now that he is on the right meds and has been stable for a few years. But I have to admit, I often wonder whether I want to pass those genes along. I think the answer for me is no, but it is a very personal and individual decision.
Bob Alone
9:48 am on Monday, January 14, 2013
As an addendum, my wife came home early in the afternoon. I told her that I wanted to work on this in family counseling and we left it at that. She has never "gone off her meds" but I suspect that after having the flu for three days (in which she couldn't keep anything down) she simply couldn't keep her meds down. Incidents like this only happen 3-4 times a year.
Thank you all so much for your thoughts and prayers. We are very lucky in that we have a great support network in our family and friends (many of whom are aware of her issues), great insurance and the means to get access to good psychiatric care including family counseling. I know there are many that are not as lucky. Awareness is one of the biggest issues.
Lisa Merk
1:14 pm on Monday, January 14, 2013
Should people that have a history of cancer in their families not have children? Should people that have diabetis not have children? How about male pattern baldness? Where do we draw the line? if you choose not to have children that is fine, but to choose not to have children and based on someone else's unsoliciated and uneducated opinon is absolutley ridiculous.
10:09 pm on Monday, January 14, 2013
I don't have a problem with anyone making a personal decision. Parenthood is a huge commitment I commend her for giving it proper contemplation. The problem is that these Hollywood people always want the rest of us to follow their enlightened lead! They think they are on the moral high ground. I will keep Bob's family in my prayers. I pray every day for our families in this world today. We face so many challenges!
6:19 pm on Friday, January 18, 2013
Bob alone- I would get a second opinion of your wife's Dx. With the right meds and Dr. Life will get better.


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Spanier, Adolf
Ref: KB1349
Status: Located
Hoop Lane Jewish Cemetery, London, 1. England, UK
Notes: The West London Synagogue obtained permission for a cemetery in Hoop Lane in 1894 and then purchased the land. In 1896 they sold 8 acres to the Spanish & Portuguese Congregation. Status Headstone photos: incomplete. If you have any photos you would like to donate to the CemeteryScribes please Contact Us THANK YOU!! Visiting arrangements: open cemetery


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By RONALD CAMPBELL / THE ORANGE COUNTY REGISTER
Santa Ana ranks near the bottom – 520 out of 532 – of large U.S. cities whose residents are uninsured.
Nearly 43 percent of Santa Ana residents ages 18 to 64 were without health insurance in 2008, according to data released Monday by the U.S. Census Bureau.
In Mission Viejo, only about 8 percent of the residents in the same age range were uninsured.
Search our database of all U.S. cities with populations of 65,000 or more for additional details about who is or is not insured. Check out which cities have the most insured, where other O.C. cities rank, or see across the entire state.


text:
Bears hold off Redskins
By: Scott Leber
Updated: August 22, 2012
Cutler hooked up with Alshon Jeffery and Brandon Marshall for big pass plays exciting the crowd. Jeffery had three receptions for 62 yards. Marshall had two receptions for 61 yards.
Marshall was impressed by the offense's production. "The most exciting part tonight was seeing the other guys. It's not just Jay Cutler. It's not just Matt Forte or Brandon Marshall or Devin Hester. It's everybody making plays, and it's going to be tough for defenses to game plan against that," said Marshall.
Cutler finished the night completing 7 of 13 passes for 122 yards before taking a spot on the sideline.
"We've got a few new pieces out there Brandon (Marshall) and (Michael) Bush, other guys," said Cutler. "There was a lot more intensity. I thought the sense of urgency with our guys was a lot greater this game. We came out with a purpose and a little bit more of an attitude up front."
Matt Forte ran hard in his first preseason action although he was limited to four carries. He gained 16 yards.
Robbie Gould had a busy night. He booted four fields goals including a 57 yarder which turned out to be the difference in the final score.
Backup quarterback Jason Campbell was solid. He was 9 of 15 for 141 yards.
The Bears next preseason game will be Friday, August 24th against the Giants.


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This paper by Aware, Inc. discusses e-passports and biometrics, and focuses on what lessons can be learnt by looking at established biometric systems
ePassports and the Implications of ICAO standards
This paper examines the ICAO requirements for the PKI component of an enhanced passport production system
10 new EU members, 10 different passports
This article introduces the passports issued by the 10 new EU member states. It also argues in favour of standardising EU passports.
UK IPS Corporate and Business Plans 2006
The new Identity and Passport Service (IPS) has published its plans for a major programme of anti-fraud projects that it claims will transform people's ability to confirm identity and protect their personal details from criminals.
Genuine(ly) unreliable passports
Obtaining a genuine passport is not nearly as difficult as you might think. This article from Keesing's Journal of Documents & Identity investigates.
ICAO's MRTD Report
This is the inaugural issue of ICAO's MRTD Report. In the publication are articles on ICAO standards and MRTD related technology, plus much more.
Top 10 Identity Topics
This paper by Smart Card Alliance discusses challenges associated with ID systems and offers advice on how they can be addressed
e-Identity - making life easier
Identity theft is becoming easier for criminals and harder for authorities to detect. In response high-tech ID management tools are being introduced.
Biometric Standards
Schemes such as ePassports, seafarer ID and the US Federal Employee PIV project are all adopting new biometric standards.
Registered Traveller USA
A short overview by Daon looking at the USA's Registered Traveller Programme
Seafarers ID
This article from 3M Security looks at issues surrounding document personalisation and issuance of the ILO's Seafarers Identity Document
Challenges for ePassports
This paper by Smiths Heimann Biometrics looks at passport challenges from the perspective of a document reader manufacturer
National ID Europe
This article comes from Elsevier Advanced Technology's Biometric Technology Today newsletter and looks at implementations in Europe
Multimodal Biometrics for Identity Documents
This paper looks at how biometrics might be introduced into identity documents in the future
A Secure Application Review - ePassports
This paper by Silicon Trust (www.silicontrust.com) considers the many variables that go into producing electronic passports
Upcoming Events
12th Asian, Middle East and African High Security Printing Conference
07.10.13 - 09.10.13
Bangkok, Thailand
connect:ID Conference and Exhibition
17.03.14 - 19.03.14
Washington, DC, USA
More Events...


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