The classic era of Elric! Based on the original 6 books in the saga.
Crowdfunding in 2027 as a role playing game compatible with DCC RPG and 5E.
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Latest from the Creator
Elric Developer’s Diary #2: Adding and Subtracting Rules to Fit DCC to Elric
Hello everyone,
Work continues on our TTRPG adaptation of Elric. The design team has started thinking about the rules structure as well as the setting. Here are a few more words from design lead Michael Curtis on the process...
Work continues on our TTRPG adaptation of Elric. The design team has started thinking about the rules structure as well as the setting. Here are a few more words from design lead Michael Curtis on the process...
Elric Designer’s Diary #2: Adding and Subtracting Rules to Fit DCC to Elric
by Michael Curtis
As The Clash once asked, “Should I stay or should I go now?” As we develop the Elric RPG, one of the major steps is looking at what mechanics we have already in DCC RPG, so as to decide what’s applicable and what’s not when it comes to our favorite pale Eternal Champion. Any DCC RPG fan knows that the game’s inspirations come from the old Appendix N that helped inspire Dungeon & Dragons, drinking from the same headwaters as the original fantasy role-playing game.
Luckily for DCC, the Elric stories played a role in the game’s base mechanics, so we’ve already got some foundation to build an entirely new RPG around. Patrons obviously owe a debt to the relationship Moorcock details between Elric and Arioch. The Law vs. Balance vs. Chaos struggle is 50% inspired by the Elric stories (Poul Anderson’s Three Hearts and Three Lions is the other 50%). And the DCC elves share a few similarities with the Melnibonéans. Those aspects of DCC will certainly be elaborated upon and tweaked to fit the Elric stories perfectly. We’re going to definitely keep those.
But what to discard from DCC RPG? We must both strip away mechanics that don’t fit thematically with the Elric stories and pare down DCC mechanisms that would detract from a stand-alone game. In some cases, these are easy calls. Don’t expect Bobugbobilz to show his warty face in the Elric RPG, for example. Other mechanics require more consideration. Take the Fumble table as an example. One can argue that the fumble mechanic in DCC RPG felt appropriate for DCC Lankhmar and DCC Dying Earth with the table’s effects aid in evoking a grittier, more down-to-earth role-playing experience. The Elric stories, however, evoke a much different feel. After all, while there is humor in those stories (mostly from Moonglum), in the end, nobody makes it out alive. Would anyone expect Elric to accidentally entangle himself in his own armor while fighting a clakar? Not likely. What about cutting himself with Stormbringer because he stumbled? Certainly not! (Although Stormbringer herself might not mind taking a bit of the White Wolf’s blood…)
It’s a bit of tightrope walk to best balance what exists in the rules, what’s not needed from them, and what entirely new rules will need to be developed to make the Elric RPG feel like a Moorcock story, but I’m confident the design team can negotiate that high wire successfully. And, because we’re using DCC RPG as the engine to help power Elric, if you feel like one of the missing aspects or rules would fit in with your home version of the Young Kingdoms, you’ll be able to port it over from the big blue DCC rulebook and easily slot it in. We promise we won’t even get mad about it.
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Elric Developer’s Diary #1: The Ready Reference
Greetings, Elric fans! We're all quite busy working on the Elric TTRPG. Today we are happy to share our first design diary with you. There will be more of these as time goes on, and those of you who follow this teaser page will get the notifications. Here, then, is Michael Curtis' first entry on the process of creating the Elric TTRPG...
Elric Developer’s Diary #1: The Ready Reference
by Michael Curtis
Frank Herbert’s Dune contains a quote that always comes to mind whenever I start in on a new project: “A beginning is the time for taking the most delicate care that the balances are correct.” Spending time at the beginning of any project to make sure you have what you need on hand, and how you’re going to proceed, helps avoid the pitfalls that can delay or even kill a project before its completed.
I learned a lot of lessons working on DCC Lankhmar and I’m applying all that knowledge to DCC Elric. Adapting a literary work into a gaming format presents challenges that aren’t readily apparent. Anyone can stat up a monster that shows up in a novel with some degree of success, but when it comes to entire worlds, there are subtle difficulties to overcome. Not only must one make sure you don’t introduce anything that contradicts what’s in the source material, but you also must keep the author’s voice in mind when transforming their work into a role-playing game.
When I worked on Lankhmar, I kept a pair of notebooks which I filled with details about Nehwon pulled from Leiber’s stories, including direct quotes from the text. I wanted our game language to feel like something that Fafhrd or the Gray Mouser might utter on one of their adventures. I’ve applied the same strategy for Elric, albeit with a technical advancement. Rather than write out in longhand and in verbatim any pertinent details and language from the Elric stories—which is how I did it for Lankhmar—I’ve cut-and-pasted it from the Kindle versions of the six classic Elric novels into a Word file.
Once I finished, I cross-referenced everything and added a table of contents. The result is a 180+ page “ready reference” document for all the writers and artists to work from. This way there are no errors about what the stories state about Tanelorn or the Forest of Troos or even what Elric wears. The Elric design team can just look it up, and since it quotes the stories directly, they can also easily search for that specific line in a digital version of the books if they want extra context when figuring out how to adapt it to a gaming format. It’s an efficient way to reference the text without having to flip through entire stories trying to locate a specific section or event.
Putting this Elric Ready Reference wasn’t a quick task, but now that it’s accomplished, it’s an invaluable source for our designers, writers, artists, and editors, both while we’re designing the Elric role-playing game and, in the future, as we further explore the Young Kingdoms in our planned line of Elric gaming products. We’ve taken great care to ensure our balances are correct, so it’s time to get started in earnest. We hope you’ll love the final result.
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