Wednesday, April 8, 2026

Dungeon Crawl Classics

Dungeon Crawl Classics is D&D done right.

I keep coming back to this game. It has survived being put in the garage storage crates twice, yet it sits on my best display shelf today. If it displays really well, and it plays even better. It focuses on being a fun game before anything else. It doesn't worry about "platform lock in" or "digital strategies" - it just looks fun, plays fun, and is fun.

Many in the OSR are sour grapes about this game for little good reason. It is probably just jealousy and pettiness. DCC did what many OSR games could not, and it is the third-most-played fantasy RPG (by the Gen Con scheduled games metric). They have done well by focusing on core beliefs, keeping the game simple and accessible, and making sure every part of the game brings fun to the table.

It started with re-reading Appendix N books and going back to the basics. Too often in the OSR, you will find strict adherence to the B/X, White Box, BECMI, or 1E rules. Rules are what make it fun, right?

No, the rules are a tool to "get to" fun; they aren't fun by themselves.

Too often, the OSR puts the rules on a pedestal and expects the fun to happen. It can, but you have to know the secret to make them work that way. When you are at that point, any OSR game will do, and they are all interchangeable. But none of the OSR games do what DCC does: support emergent play and have fun built into the core classes.

DCC uses just enough rules to get the point across, then builds the rest of the framework around "how the game was fun back in the day." The fiction is the guide, and a past edition of the rules is not a milestone by which to measure the game. The game uses the OSR dialect, but it is not an OSR game.

Shadowdark does the same. It focuses on "how the game is fun" and jettisons the rest.

5E, in comparison, is far too heavy. It gets bogged down in silly subclasses and class builds. It goes on too long, describing a class and its power, sometimes dozens of pages, when just a handful would do. 5E hides a lot of complexity, and you end up paying for it later, six to eight levels in, when you quit, because your character sheet is longer than a tax form. And all that complexity and rules bloat does not get you much more than an easy, simple, straightforward game that puts roleplaying and fun first.

The OSR games are easy, and they put the character and fun first. Not the rules. Not platform lock-in. Not digital sales. Not forcing you to buy two copies of the book, one for your shelf and the other for your online character creation tool. 5E is too expensive and complex, when an easy game is just as much fun.

DCC gets it.

It keeps coming back to my shelf because it delivers on its promise. Level 10 in DCC is the same power level as level 20 in 5E. It cuts to the chase and delivers what is fun, tossing aside hundreds of pages of unnecessary rules to keep the game flowing.

5E takes a lot of money and time to sort out, and like a pile of Skyrim mods, it can be incredibly fun. Still, it ultimately breaks under its own weight when it tries to do something it was never designed to do, and gets overextended to the point where a more straightforward game delivers on the promise.

5E always breaks down for me.

DCC is too simple and fun to ever break down.

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