So, Dungeon Crawl Classics is my game these days, and we have been toying with playing the game in non-standard settings, such as the Age of Enlightenment. My current game has players in 1984 Southern Mexico. Mix in Mutant Crawl Classics, and the possibilities grow. A recent trip to New York City and a love for games like Double Dragon and Final fight, plus movies like The Warriors got me thinking about "Subway Crawl Classics".
Ideally, set in late 1970s, early 1980s New York, it would be an odd mix of reality and fantasy, where magic is not unheard of, but maybe not quite as we think of it.
Some preliminary thoughts:
The Funnel:
Everyone starts out as unaffiliated. Either there is a gang you want to join, or you are a group of unaffiliates hoping to make a name for yourself as your own gang. Some rite of passage is needed. Crossing enemy turf, tagging a subway stop (across the tracks is most impressive). Taking the tunnel between stops... All are dangers one might face to get a rep, and thereby a class.
Potential Classes:
Bopper (Warrior and Sentinel): The main difference between the Warrior and Sentinel classes are the Mighty Deed of Arms. Either one must be eliminated, or Sentinels need something to balance with the MDoA. This one is a work in progress.
Face (Cleric and Healer): Relying on personality, these are the diplomats. They understand the law (even if not Lawful), and are more likely to know other gangs and recognize turf than other characters. They are able to "heal" through inspiration.
B-Boy (Wizard and Shaman): These have the ability to mystify foes. They are the break dancers, rappers, and DJs. Their patrons are the Great Old Ones, such as Afrika Bambaataa or Grand Master Flash. Spell list will be limited.
Sneak (Thief and Rover): Pretty much as written; pick a path.
Tagger (Halfling): Letting others know your gang's rep is important. Tagging new locations or enemy turf gives Fleeting Luck to the party, as does X-ing other tags. It is up to the Judge to make this not automatic luck at every stop. Luck roles, perhaps, per encounter to see if the tagger still has their spray can, did they lose it in a fight, is it empty?
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