At‑a‑glance: Post‑apocalyptic OSR • d20 saves + funnels • 3–5 + Judge • Low prep • Not rules‑lite • 2–3h sessions
Consensus highlights fast, swingy OSR play, lethal funnels that forge survivors, and gonzo mutations that keep sessions unpredictable. Modules are well-supported and easy to run, though combat and saves can be brutally random. Expect tone to skew pulpy over gritty simulation.
Compare Mutant Crawl Classics with other great ttrpg games.
If you like MCC’s lethal funnels and swingy OSR combat, Dungeon Crawl Classics offers the fantasy counterpart—same dice conventions, gonzo modules, and push‑your‑luck spellcasting, but without the post‑apoc scavenging focus.
Shares survival focus, resource scarcity, and hexcrawl exploration, but uses a modern d6 pool with push mechanics and base‑building, while MCC sticks to OSR swing, classes, and funnels.
Also emphasizes travel hazards and survival; Forbidden Lands is grittier and procedural with Year Zero mechanics, whereas MCC leans pulpy, mutation‑forward dungeon raids.
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