You’re no hero.
You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.
Return to the glory days of fantasy with the Dungeon Crawl Classics Role-Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page…

Obviously, I like a lot of different role playing games. The style of Dungeon Crawl Classics harkens back to earlier games - like earlier versions of D&D. I’ve been enjoying reading and watching many of these Old School Renaissance indie games - built on the simple and gritty foundation of AD&D of decades ago - but with better game design. I picked Dungeon Crawl Classics because it’s fun and a little wacky.
I’m planning on loosely adapting my old D&D, AD&D, and Pathfinder adventures and setting material for use in DCC. It will make my life easier than keeping up with the ongoing editions and options in D&D. I still love D&D - I just don’t want to have to buy three or more new books or subscribe to more digital subscription services. I also find the style of D&D to be stories of super heroes who are always pushing to advance to new and powerful skills. My age is likely a factor, but I like to get used to using a set of skills before I add more skills and powers.