Designing my Funnel
Posted: Tue Jan 10, 2023 6:31 pm
Hello all,
I am looking forward to starting my first DCC campaign in the next months. I was looking for a good time to try it out and with the publisher of my current game I think my players will be more willing to try a new system.
I have been able to answer most of my questions to some of the more vague parts of the book through the forum and listening to RAW (props to those folks) and binging my way through most of Spellburn before it looks like it was taken down.
I have always been a home brew kind of guy who likes to at the very least scavenge from modules if not just make things up whole cloth.
What hints to you have in the funnel design?
Things I have gleaned so far.
-Have more skill checks, saves, and atmospheric dangers vs. straight up combat.
-Have a chance for more 0 levels to join the party
-Have a chance to increase resources or show them how resources can be used from their environment.
Anything else?
Things I would like for a funnel that may blend into level 1 adventure:
- Give them a chance to cast a spell even if it is down the dice chain
-Have the funnel part last 1 session only (I worry that if players can't see what level 1 is like I will lose them quickly)
I am still a little nervous about all the things that people get nervous about with DCC 3d6 stats, race is class, low progression in the power realm. But I've already been using the crit tables for my current game so I think my players will give it a real ry.
Any thoughts appreciated,
Cheers
I am looking forward to starting my first DCC campaign in the next months. I was looking for a good time to try it out and with the publisher of my current game I think my players will be more willing to try a new system.
I have been able to answer most of my questions to some of the more vague parts of the book through the forum and listening to RAW (props to those folks) and binging my way through most of Spellburn before it looks like it was taken down.
I have always been a home brew kind of guy who likes to at the very least scavenge from modules if not just make things up whole cloth.
What hints to you have in the funnel design?
Things I have gleaned so far.
-Have more skill checks, saves, and atmospheric dangers vs. straight up combat.
-Have a chance for more 0 levels to join the party
-Have a chance to increase resources or show them how resources can be used from their environment.
Anything else?
Things I would like for a funnel that may blend into level 1 adventure:
- Give them a chance to cast a spell even if it is down the dice chain
-Have the funnel part last 1 session only (I worry that if players can't see what level 1 is like I will lose them quickly)
I am still a little nervous about all the things that people get nervous about with DCC 3d6 stats, race is class, low progression in the power realm. But I've already been using the crit tables for my current game so I think my players will give it a real ry.
Any thoughts appreciated,
Cheers