DCC Across the Veil of Time - Review
Spoiler warning for DCC Module Across the Veil of Time. This review is meant for GMs / Keeper’s eyes only
A 1st level adventure which makes a great introduction to Dungeon Crawl Classics play beyond previously discussed funnel play. Across the Veil of Time was the DCC entry to Free RPG Day 2024, making it a tough to obtain module at the moment. I’m sure it will be made available at a later date.
Site: Goodman Games
Author: Marzio Muscedere
Purchase: $0 - I got it as part of FreeRPG day
Pages: 16
Release: 2024
My Familiarity: run as a 3 hour open table
What this game is ‘about’
Reviewer’s note: Games need to know what they are about. The market is crowded and few games have the luxury of being middle of the road. What is the appeal of a game to the players, including the game master?
Your players have finished their first funnel and have returned to town to for some good carousing and relaxation, but they find the town abandoned with no signs of life other than mysterious haberdashery that pulles them through a time vortex into adventure.
Across the Veil of TIme is an introductory adventure built to introduce players to DCC differentiators like dangerous plane jumping and combat against unfair odds at low level.
Quote from a player: 'We are not in Kansas anymore'
A Streamlined 3.5 Hour Introduction
The structure of this module is distinctly linear, which I found to be an excellent approach for a first adventure, as it maintains momentum and keeps players focused on progression. The narrative does not permit backtracking, ensuring a steady pace throughout. Dropping an encounter to hit a limited time window of a table reservation can be important for a game played in a public space.
Monsters in this module are not only unique but also reflect the distinctive, gonzo style of Dungeon Crawl Classics (DCC). I found it interesting to see how even seasoned players from systems like Dungeons & Dragons 5e were intimidated by 1 Hit Dice (HD) monsters. This module excellently demonstrates the power of mystery in monster encounters—describing creatures without naming them adds a layer of intrigue and challenge.
There are some great handouts in the module
Puzzle elements are woven into the gameplay, enhancing engagement without requiring rolls. The search through a cottage serves as a practical tutorial on what players should do when gathering clues, emphasizing exploration and conversation over dice rolls.
The climactic boss fight demands creativity over brute force, as the boss has the capability to defeat players in a single hit. This design encourages thinking outside the box, making for a memorable and challenging finale.
Some Adjustments I’d Make
During the initial encounter, only the Game Master (GM) has access to certain key information about the proto-humans, who revere the haberdashery building and are apprehensive about magic and advanced technologies. I don’t like GM-only accessible knowledge. To enrich this encounter, I had the proto-humans approach cautiously and pointed out a crude religious tattoo of a house on their leader’s forehead, which hinted at their motivations and encouraged players to think creatively.
The first two puzzles are brilliantly simple, highlighting the distinction between player knowledge and character knowledge, and reinforcing that it’s acceptable to leverage player intellect in old-school RPG adventures. However, the third puzzle felt lackluster; the time loop loses its impact if disarmed before the gonzo effect is encountered. It would enhance the experience if players encountered the riddle inside the stairwell rather than finding on the outer door.
DCC Needs Interesting Pre-Generated Characters
This critique might extend more broadly to playing Dungeon Crawl Classics in one-shot sessions with newcomers. Pre-generated characters at 1st level lack depth without accumulated items or traits like corruptions, leading to uneven player experiences. While DCC encourages players to avoid playing from the character sheet mechanically, like operating a machine with a fixed set of buttons and options, the disparity in engagement between characters like the halfling and spell casters was noticeable. The latter’s ability to use spell burn without enduring consequences further skewed the balance, making spell casters feel overpowered.
Read, Play, or Skip?
This module is a compelling introduction to DCC or a great standalone adventure for more experienced players. Its blend of unique monsters, an opening puzzle, and a challenging boss fight makes it a must play for me. Whenever they put it out as a PDF, It goes on my most recommended 1st level modules list for community play.