
Product– Dungeon Crawl Classics #84: Perils of the Purple Planet
System– DCC RPG
Producer– Goodman Games
Price– $50 here for the boxed set http://www.goodman-games.com/5085preview.html
TL; DR– A good hex crawl, but I’d like a bit more guidance as a GM. 97%
Basics– Can you survive a blender of Appendix N other world science fantasy? On the Purple planets a race of ape men fight under the guidance of strange alien powers for control of a desert world full of timeless technology as well as giant worms. It’s every single awesome old school fantasy book, movie, and song rolled into one-the way any DCC RPG product should be made. Will you solve the secret of how to survive the world and find a way home or will you die in the dust?
Mechanics or Crunch– This is a great expansion for the DCC RPG. The kickstarter added a ton of extra content to the adventure box set. Among the different add-ons are a ton of adventure locals, race and class write ups for the kith (the ape men), new technology, an entire world to play in, and much more. Overall, it’s all well done. There are a few issues such as how often encounters happen and other small details I don’t think were as well explained as they could be. Also, I think encounters happen far too often to keep move the story along. It’s not going to end the game by any means, but there are some small issues that did keep me from fully enjoying the product. 4.75/5
Theme or Fluff- What is in this box set is very much amazing. The set comes with a ton of world building. Honestly, there is more world building than in the base book! From a full right-up on kith cultures and a kith class, to the different kind of alien masters, this set is full of stories. My one issue in this book is the players and the GM doesn’t really get an introduction to how to run this thing. Unlike the other DCCRPG adventures, this is really a free form adventure. Players can literally go anywhere, but the boxed set didn’t give me enough directions to keep the story moving in a good direction. It does give a simple base idea of the adventure, but GMs are really on their own to determine what happens on the purple planet and to build a cohesive story there. 4.75/5
Execution– This is a gorgeous boxed set full of tons of amazing books. There are books on crypts from space warriors past, a setting book, the adventure, a player book, a handout book, and even a GM screen. The base DCC RPG doesn’t even have a GM screen! I’d like a bit more spacing and art in the adventure, but honestly, that’s the same thing I complain about with the other DCC RPG adventures. This one makes up for it by sheer volume of well done material. You will learn an impressive amount about this world from the awesome books in this set. 5/5
Summary– I do love me some hex crawling. It’s a great experience to just let the players go and explore the world. This has even more than normal as the players get to explore a completely alien world. This whole adventure box set has not only the named adventure but a ton of extra stuff to get players into this world. It’s all amazingly well done. If this adventure were just the adventure itself, it would not have rated is as high as I did. The extra care put into this set really drives this over the top. My only problems with this set were the lack of guidance as a GM and some minor issues with the mechanics of the set. However, none of that takes away from how impressive this box is. If you want to play in a world where Frank Herbert, Robert Howard, and Jack Vance all mixed their ideas in a blender and poured that over a base of old school D&D, then this is the product for you. 97%