DCC’s Sailors on the Starless Sea went from “This is way too easy for a funnel” to “How the hell’d they expect 0-lvl characters to finish?”*
With 30 beastmen, a beastman shaman, a chaos avatar, and no win-state in sight, we settled for a non-standard game-over cutscene. Thing is, if we’d had a standard group of level 1 or 2 PCs, I think we could’ve wiped the floor with them.
I’d like to take a look at the module myself and see just how bad we screwed up, going from unscathed to unconditional surrender. Ironically, just as predicted, Stinky Pete the Cheesemaker, my -5 character, was the only PC to survive by virtue surrendering to the tax collectors and not hopping on board the stupid dragon boat. As a local, they assumed he’d been captured by the rest of the party, who they’d believed were chaos cultist due to us wearing chaos robes and, in our cockiness, attacking the search party.
The tax-collectors probably weren’t in the module; I think they were there to keep from whittling away slowly and going back to town. The logic was that a) the Barron doesn’t like people messing around the castle, and b) there was some missing tax money, so we had to leave town or get blamed; the tax collectors would eventually look around the keep for the missing money (which was actually either stolen by beastmen or stolen by villagers/thieves who were turned into beastmen, or the thieves who stole it were captured by beastmen). Otherwise we were all “Well, we’ve solved the mystery of the missing new pairs of boots; your sons are dead, Hiram the Blacksmith. Good job, everyone!”
I think that the problem with a lot of funnels may be the lack of incentive for 0-level characters to risk life and limb. Best Funnel I was ever in, we started as prisoners and conscripts of a sewer militia that was a front for cultists. A quick intro, a tough fight with environmental stuff to take advantage of, and a spooky fungus-filled sewer to avoid the stuff in while escaping. One session and we had our 1st level characters.
Someone has recommended to me that it’s a good idea to intentionally kill subpar characters at the first available opportunity, in part because if they do survive, they’ll wreck your campaign experience, but that’s definitely not something I could subscribe to.
I love my crappy sub-par characters! First game, my crappy thief ended up the longest lived and genuinely scariest party member. By the time we ended that game, she’d made it to level 4, had 9 hit points and a collection of faces she’d cured and turned into masks. Plus, with the way the Thief skill tables work, they can be pretty good at doing their jobs regardless of stats. It’s a great class to dump mediocre characters who survive the Funnel into.
But when it comes to funnels, the downside of killing sub-par characters intentionally is that it reduces your economy of action.
Still, as much as I want to like DCC and still want to play more of it, there’s something about it that leaves me feeling a little let down. I like a lot of DCC’s concepts, but every time we put them into practice, we’re all “Gee, I can’t imagine why we ever stopped playing this system D:<” Clerics suck, the magic system is clunky as hell, the crit tables are dumb and don’t work… Really the concept of the Funnel is the one part that my group actually finds appealing (which is why we ultimately rebuilt WHRPG around the concept of a perpetual Funnel).
*:Ranged characters. If we’d all picked ranged weapons and not lost a few party members to the tax collectors, we probably could’ve taken the hordes with slings and javelins. Also, given the module’s name, I would’ve expected a more nautical theme, not just the train ride to the boss-fight involving a boat.