Asukapaper

The real Asuka; the only Asuka

  • she/her

she/her, 29, low resolution brain goblin, prolonged Cinema-Media-Arts and Polisci undergrad, ongoing Gender Situation. Asuka for short, Asukapaper for long, and Jill for real

Discord ID: asukapaper (they took away the funny numbers, curses)


I'm having an evil intrusive thought where I start up a DCC campaign and it's basically styled after Naro-kei. Give a world, paint in broad strokes, let the PCs' disruptive and swingy class abilities tell the story over something more clockworked like the modules gesture to, and let that be the main mode, modus, and central kick


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in reply to @Asukapaper's post:

In terms of the funnel? I get your point. There's little overlap. In terms of the regular course of levelled play, DCC operates on the assumption that every space is something the player shakes and disrupts. Each class has a function where if you pull its levers aggressively enough, something breaks, either mechanically for a moment or in the scenario. It's definitely more Naro for that to be constant, but it's still very Naro for the world to be a canvas that's being filled by these breaks with the PCs as the dedicated agents causing them

that's also the problem, innit. DCC starts with the funnel, and the funnel isn't very Naro. Naro typically starts with a sense of power, but starting with a sense of power isn't one of DCC's values since they want that period where the player unlearns the expectations that come from rolling a predefined character

Even post funnel, I find it pretty hairy to survive. I have seen people wave the funnel for specific reasons, thought it's not quite in the spirit of the thing, but honestly, I'm kind of a system grafting Frankenstein when I run my own games.

One thing I'd considered for a funnel alternative was an 'interview' process. Essentially, for a game with politics, instead of winnowing down the surviving player characters with violence, I would run a time lapsed overview of their 'career' in the hub city, or space station, or whatever the setting needed, and set these characters up in a long term social conflict that would determine which of them are in the right position to become 'adventurers' by the end of it. It doesn't have to be politics, per se, but something competitive and social.