DCC: Hubris Session 3
Some background on this session, it’s gonna be a short recap. The D&D DM had his wisdom teeth taken out the day before so he didn’t show up. This means I had my group and his group together. That’s 15 players ranging in ages from 10-43 years old. So this will mostly be about how I ran a game of Hubris for a group that large.
-Get through the session alive as a person with my sanity intact.
-Make sure everyone has fun.
-Don’t yell at the frantic 10 year olds.
HOW: The session started with me giving my spiel about the difference between DCC and D&D 5e. My core difference I talk about is usually the kind of stories it tells. If you want to start as the cinematic hero, busting heads and taking names then D&D is the game for you. If you want to play to find out how that hero go to where he is now, then DCC can do that. So in D&D you start out as the hero, and DCC you play to become one. Anyway, they were on board with their 4 levels 0’s. All together we had 35 characters, basically a small army.
The team set out south from the Lake of the Flayed. They had to dodge a field of pus geysers that singed a few of them but otherwise left them unharmed. They also encountered a cloaked stranger who said they were a trader from the Shadowfall and they had something to trade if the group would allow him to drink some blood. They agreed and managed to get a black powder pistol from the stranger. He invited them to visit him at Shadowfall if they were ever in the region. On the journey they also met up with a group from Fairweather and learned about the Mad King and some of his rules. They were warned not to pet dogs. The trip also ended up with them discovering a hidden temple with a magic sword made from a spinal cord.
HOW: I decided to make use of the very useful Lay of The Land charts to give the 15 of them hazards and exploration encounters. With that many players it was simply easier to give then a danger then have them work through it. Got to introduce more people from the east which really freaked out some of the players as giving blood to the Vampire gave them a cool moral dilemma. They shared the burden instead of sacrificing one level 0 to the dude. I got to give out a weird magical item! Once again all random chart rolls and the sword power was from the DCC core book. I wish the alter/forgotten temple sections had a seperate chart for blessings and curses as I found I was wanting one or the other depending on how they treated the altar.
While continuing to move south they did run into some of the Black Queens guard and Murder Machines looking for thieves of the green ore they seem to covet. The team wanted to see who was inside the Murder Machines so they had a look while some of them were chatting. They peeked inside the armor only to see an empty shell. That Murder Machine turned to the snooping peasants and asked them to keep their distance. This unsettled most of the team except for one. One of the peasants wanted to try and connect with one of the Murder Machines by making a small clay figure of it and offering it the art. The Murder Machine took it slowly and quietly thanked the artist. After moving on from this the team ran into another group of armed soldiers and clerics, these however had slick armor that looked like skin. The artist tried to offer another sculpture as a gesture of friendship and was murdered instantly. After a deadly battle the discovered these were The Klind. They tried to salvage their bio armor but discovered it didn’t just look like skin, it WAS their skin. The thought this was completely fucked, and a fucked way to end the day so we ended it.
HOW: The Klind encounter was the only combat we had as it took a long time to do with that many people. For initiative we just went in a circle since the Klind acted first by trying to take a group of 4 peasants as slaves. Even with that many players the Klind were still a deadly force to fight. If it had been a regular group that fight might have been a possible TPK, they are very dangerous. They loved the bio armor, and I turned down the sex priest stuff only because I had minors. I did still mention that they used seduction powers to manipulate their enemies.
The players were very good about raising their hands and taking runs and listening to every other player. I did have to snap my fingers a few times to keep one side of the table quiet but otherwise it went really smoothly. I felt like I was conducting an orchestra.
Some of the D&D players will probably be back to my table regularly. A lot of them were really into DCC and especially the weirdness of Hubris.
Music Listened to: NONE, too many little voices.
Dungeon Crawl Classics is published by Goodman Games and Hubris: A World of Visceral Adventure is written by Mike Evans.