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Dungeon Crawl Classics
#35
Gazetteer of the Known Realms
Goodman Games was
one of the early d20 startups, and like most of them, their
products initially revolved around the company's own setting. In
their case, it was "Broncosaurus Rex", a setting
combining the civil war, steampunk, and dinosaurs. Although
actually quite an interesting mix, this was fairly quickly
dropped in the pursuit of other products, including the Dungeon Crawl
Classics line of adventure modules, which are meant to be in
the spirit of the old TSR modules for D&D and AD&D. This
decision was probably wise, as most other d20 startups are long
gone while Goodman Games continues to thrive, or at least
continue to put out a large number of products, including 1-2
Dungeon Crawl Classics (DCC) per month. While they still put out
other products, the DCC line is what they are famous for these
days.
Originally though, the DCCs were meant to be generic, that is, no
real implied setting at all, and could be dropped into almost any
world without a problem (which was largely true in practice,
although some modules were based on Mesoamerican or Middle
Eastern cultures and thus might not fit the average D&D
setting). But apparently once there were so many of them, they
decided to make a setting out of them. And so this product, DCC #35
was born.
The Product Itself
It's a boxed set and consists of 2 large-ish books (1 120 pages,
1 136 pages), 2 smaller 32 page modules, and a number of maps.
Going by the page count the price ($69.99, $47 @ Amazon.com) is a
bit high, but I guess when you consider the 32 page modules as
going for about $12 each, it's a bit more reasonable. Not to
mention, the 4 fold out color maps. Still, too much for my blood
until I managed to trade my copy of Rappan Athuk: Reloaded for
it.
(Cat not included)
The Setting
The setting is basically described in the two larger books. One
is a Gazetteer, the other is a GM's guide (which has
"secrets" of the various places, monsters, some NPCs,
the list of gods, etc). Unfortunately, both are actually almost
unreadable, because there the paper's background art is very dark
and very detailed with a lot of squiggly lines, and the typeface
is rather light (grey instead of black). The Gazetteer is
actually worse than the GM's guide, I really struggled to read
it, but the GM's guide is no great shakes, either. The best way
to describe is like those entry the right letter tests when you
sign up for a website or something, used to prevent 'bots from
signing up.
Anyway, once you get past that, the setting is basically divided up into 3 regions. The Northlands, the Southlands, and the Lostlands. The Northlands coresponds to the typical D&D setting, that is, based on western Europe. The Southlands is quite a bit more interesting, it's based on Mesoamerican cultures. The Lostlands seems mostly inspired by Egypt and Middle Eastern cultures.
In fact, if you want to visualize the setting, spatially, that's about where they are set. If you imagine the Northlands as Western Europe, the Southlands lie to the southwest, about where South America would be (if a bit closer), while the Lostlands are to the southeast (where the Sahara and Egypt would be) and east (Western Asia). There's even something of an analog to the British Isles, a large island just offshore to the NW of the main Northlands, and full of unrully, Celtic like people (or maybe Picts). On the other hand, it's not perfect, part of the "Northlands" is actually quite south, the western coast of the southern continent (where part of the Lostlands), basically akin to say, Gibraltar and the west coast of Africa.
Although this is the largest section of this book at around 40
pages, nothing much really jumped out at me in the Northlands.
You have a fading empire with a fairly unpronounceable name
(Criestine Empire - at least 8 different pronunciations I can
think of, and none are given in the text, and unfortunately, I
can't help think of it as the toothpaste empire) and its various
kingdoms/provinces, some of which have seceded or are
independent.
Another kingdom has been invaded by a humanoid horde. Curiously,
the free region of this area supposedly consists of 3 cities.
However, the 3 cities have a total population of about 60,000
combined, while the region supposedly has a total population of
1.7 million. Which is fine for say, medieval Europe, but pretty
much every square inch of Europe in medieval times was full of
farming peasants. Doesn't seem suitable for a war torn region.
And really, that same sort of demographics seems to apply for the
entire Northlands, which implies that there really isn't much
wilderness.
The Southlands are more interesting. Like I said, they are based
on Mesoamerican culture (mostly Aztec, looks like), although a
much less bloodthirsty one than in the real world. The area
apparently used to be ruled by Snakemen (called the Drakon,
basically the Yuan Ti with the numbers filed off), but the humans
revolted. The snake people are still around, but there are 7
cities of mesoamerican like human, the Xulmec, along with a
colony of the Criestine empire). This area only gets about 20
pages, though. Also weird that you get a guide to pronouncing
"Xulmec", which really only has one obvious
pronounciation ("Shul-mec"), since everyone (at least
D&D players) knows that "X" = "Sh" in
that context and there are only two vowels
Lastly is the Lostlands. It used to be a part of the world ruled
over by Sphinxes. It basically resembles the Middle East and
Asia. It gets around 15 pages.
Some of it it fairly straightforward, but you have some twists.
Like for instance, there are Japanese like Dwarves (the nation of
Taijin), and the Mongols are Wild Elves. (Sort of a reversal of
Sovereign Stone, where the Dwarves are the Mongols and the Elves
are Japanese). Also some other stuff like a city of golems, a big
crater full of drow
(The demographics of this region tend to tilt the other way,
everyone lives in a city, no one in the wilderness)
Since the nations of the world is covered in just under 80 pages,
there's obviously not a whole lot of detail.
Geographical Features
This fills up about 10 pages. Most of the actual geological
features (rivers, plains, mountains) are boring, but there are a
couple pages on various famous dungeons. That is pretty
interesting.
Organizations
This takes up about 20 pages. All sorts of groups. From cults to
knightly orders to guilds. Just descriptions, nothing like
prestige classes or stat blocks for the group themselves.
The GM's Guide
The Pantheon
This is a rather curious mix. Most of the gods are not from our
world but completely fictional, but two are taken from
Zoroastrianism - Ahriman and Ahura Mazda. Which I must point out,
still exists today and is more common than you might think (I
have relatives who are, a friend in high school's family was, and
one of my teachers in college was). Okay, not super-common, but
still common enough that some might find it offensive. And it's
ironic that a religion that was basically the pioneer of
dualistic theism, has its 2 gods used with a host of others).
Beyond those two, there are a lot of gods. Many of the others are
inspired by different cultures. There are a number of
Mesoamerican-ish gods, with Aztec sounding names. And one
somewhat Cthulhu Mythos-ish (Zhuhn and the Outer Gods). Some
names are apparently borrowed from the real world, but slightly
altered. For instance, Pelagia, who in this case is the goddess
of the sea, but in the real world can be confused with
Pelagianism, a variant of Christianity. Or Aristemis, a goddess
with a bow, but unlike Artemis is not a hunting goddess, but one
of diplomacy and strategy.
Honestly, since they went with the two historic gods, I think
they probably should have gone with actual Mesoamerican, Greek
and Norse and whatever gods as well, rather than coming up with
weirdly named variants. But I guess since they were cobbled
together from all the various DCCs, it couldn't be helped.
Bestiary
The 25 pages includes a variety of monsters, including a number
of Mesoamerican critters, a few new variants on standard D&D
monsters, like a Azure Ooze and a Crystal Golem, the Drakon
(their replacement for Yuan Ti, which is one of the D&D
monsters not in the final SRD and so off limits to 3rd party
companies without special permission, but were in the draft SRD
and so made it into some modules, including I would guess some
early DCCs).
I'm not really going to go into their stats, since that's not
really my thing, but I was puzzled by a few things for the
playable character races. I'm not an expert on such things, but a
number of them are playable. Usually (I thought), when a race had
racial levels (basically hit dice), they were equal to that races
level adjustment.
For instance, a +3 Level Adjustment race would have 3 racial hit
dice. So that when a you would have a character of x level, they
would have an appropriate amount of total hit dice for that
level. There are a few cases where they don't jibe. The most
egregious is the thunder giant, which is a +10 level adjustment,
but gets a whopping 24 racial hit dice. Granted, it would only
come up when you have a campaign starting at 11th level (or are
making a replacement character), but getting 24d8 seems like a
heck of a deal.
(Then again, maybe that's a 3.5 thing. In 3.0, which I basically
still use, racial hit dice generally = ECL or Level Adjustment)
New Rules
About 20 or so pages is devoted to new rules for the setting. New
equipment (Mesoamerican style stuff, mostly, but a few others),
new spells, feats, domains, etc. Nothing really outlandish or all
that notable.
Rogues Gallery
Another 20 pages is devoted to famous characters of the setting.
These get about a paragraph of description, and the basic stats
(class, level and any notable ability scores). A number of them
do get portraits, which is a nice touch, except they are really
more like caricatures.
Other Stuff
There's a short chapter on Zero level characters. Basically 1st
level characters with NPC classes. I think it's a bit vague in
explaining how advancement works (see my note below in the part
about the included 0-level Module).
Lastly there is are several pages listing possible
"adventure paths" using DCCs. That is, groups of
modules played in order that take the PCs from level 1 (or 0) to
20 (or almost to it, 15+). Why? It's sort of the "in"
thing these days among D&D/d20 modules.
The Maps
I guess part of the reason the boxed set is so expensive, is that
it comes with a number of big, full color maps. Which would be
great, except honestly, the maps are nothing special. They aren't
ugly, but they don't make you say "Wow, what a great
map". And for some reason, they aren't hex mapped, either. I
don't know how you could have a setting that is supposedly old
school, and not have hex maps.
The Adventures
Halls of the Minotaur
This is a zeroth level adventure. Goodman already did one of
this, DCC#0, basically the PCs are all 1st level characters with
NPC classes, which means they are roughly 1 level lower than PCs
(and thus zero level).
In that adventure, the pre-generated characters were sort of
twinked out, that is, they were 1st level NPC class characters,
but had high stats and some nice items, which made their fairly
capable. This still has somewhat high stats, but not overly so,
and the characters start off with basically nothing (basically
equipped like medieval peasants).
Anyway, part of the tricky bits of 1st level adventures, and
especially in something like this, is that characters are pretty
fragile, and you have to make sure they don't fight anything that
can take out a character in one round on average. This adventure
does a pretty good job of it, except for the end fight, which is
(shockingly) with a Minotaur.
The Minotaur is wounded, but he still does quite a bit of damage
in the attack, enough to take out a character on average, much
less a high roll or critical. And he's pretty much always going
to hit.
So clearly, the PCs won't win in a stand up fight with him. Which
the module points out, and gives ideas on how to deal with him in
other ways. But at the same time, that's the sort of thing that
experienced players would know, not beginner players. So the DM
might have to do some hand holding. And also, beginner players
might find it anti-climatic, getting to the final boss, then not
being able to actually fight it.
(Though I should note, that the players earn at least 10,000 xp
or so combined (and thus likely 2000 xp each if 5 characters) by
the time they get to the Minotaur's part of the module, which
should be enough to let them from from "0" (starting at
-1000 xp) to 2nd level (1000), although the mechanics of this are
not really explained. In the GM's Guide it says upon reaching 0
xp (from -1000), they can take a PC class, but it's not explained
if that's in addition to their NPC level, or replaces it. So if
they get another level and then another one at 1000 xp, they
could have 3 character levels, 2PC/1NPC.)
The Thief Lord's Vault
This is set in the city of "Punjar" in the Northlands,
a city full of thieves. Basically, it's the dungeon and vault of
the head of the city's thieves' guild. Lots of fairly nasty traps
for the most part, though later on there are a few minions of the
thief lord. Although it's aimed at 4th-6th level characters, it's
very much aimed for expert players who know what they are doing.
This dungeon itself is actually interesting, and most of the
traps are well done. However, the module itself doesn't make
sense from a logical standpoint (okay, that's true of a lot of
dungeons, but this even more so). Why would a 17th or so level
Thief Lord store his treasure in a dungeon that 4th-6th level
characters could make it through? And considering the city is
full of thieves, most of them higher level than the PCs, why
hasn't the vault already been plundered? For that matter, why
didn't the CE guards in the vault decide to take the money and
skip out? They already know most of the secrets of the vault, and
sort of a secret egress.
So anyway, neither adventure was bad, but neither knocked my
socks off, either.
Layout/Art
As mentioned, the 2 large books have the background art on each
page which makes it very hard to read. Other than that though,
it's a pretty straight forward book.
The art for the most part is not terribly impressive. Goodman has
employed a number of excellent artists in their other DCCs,
including some famous ones like Erol Otus and Jim Holloway. None
of them appear here, though. The artists aren't bad, but most are
definitely "B" list or lower. (I really hate to say
that, since when I write a review, I do often hear from artists,
but it's true. )
Final Thoughts:
I've been playing D&D since the late 70s. Back when I was a
kid, I remember the feeling my friends and I got when Greyhawk
came out, how magical it was, especially looking at the map and
all the wondrous places on it, and places we wanted our
characters to explore. So perhaps nothing can live up to that.
But I almost pretty much completely missed out on Mystara until
the late 90s, and when I discovered that, I loved it. I even
liked some of the 2e AD&D settings, like Birthright and er,
Spelljammer.
So what I'm getting at, is the setting just really left me cold.
Didn't do much for me at all. Still, it's pretty inoffensive
compared to other d20 settings. It's not as boring as Kalamar
(and while the names in this aren't easy to pronounce, they
aren't nearly the tongue twisters like in Kalamar), not as
"kewl" as Eberron, not full of seemingly randomly
generated gibberish like the Wilderlands, not full of munchkins
like Forgotten Realms, not whatever it is Arcanis is (strangely,
although they are still making d20 stuff, I don't own a single
product from Paradigm, and I probably have well over 200 d20
books).
So, if you absolutely must have a setting, this is perhaps the
least worst of the choices (although for all its randomness at
times, the Wilderlands is far more old school, more detailed, and
certainly more interesting). But really you'd probably be better
off just making your own from scratch, which is quite common for
D&D and not that hard. Only the Southlands is really
interesting, and that is perhaps too derivative of real world
Aztec culture, rather than simply inspired.
Even if you actually like the setting provided, the scant detail
really doesn't offer much you couldn't come up on your own by
piecing the various DCC's together yourself - basically you just
get the "glue" which sticks the DCCs together, not
really any detail to help you run a game in any one location. So
I'm not sure the value you get from this is all that great.
And while they have DCCs in the works up to at least #50, I have
no idea if we will ever see any regional sourcebooks or the like.
So if you get this, you are likely on your own if you ever want
more detail.
Beyond that,the poor readability of the 2 main books really
hurts. It's not overly apparent in my photo - it really depends
on the lighting conditions. In bright light it's legible because
the background art sort of fades, but the lower the light, the
more the background art shows up. Reading outside is okay, but I
struggled to read it in bed at night with just a small 75 watt
table lamp.
So all in all, I have to give it a C-.
(Legal Note: Photos of the various pages and maps are used under
the "fair use" provision of copyright law. And an
excuse to use my new digital camera. Which actually takes much
better pictures, but I downsized them to be much smaller)






