My first impression was that I was impressed by the professional quality of this book. From the beautiful cover to the layout to the old school black-and-white art, the whole thing is visually appealing.
I plan to use the content within, too. How often do your PCs move from the 0-level funnel to their 1st-level adventure as if a switch had been thrown and they went from a nobody to a stereotypical "adventurer?" Perhaps not everyone does this, but I suspect it's pretty common. This volume offers an adventure that bridges the gap between the funnel and the first "real" adventure -- a concept I don't recall having seen before.
If you've played enough funnels, you've likely seen the same mundane trade items used repeatedly by the characters. There's an article here that will help add some spice to your starting equipment by allowing you to barter for hundreds of other items -- but you don't know what you'll get! You might get something even more useful, or you might get stuck with something worse. You get to roll on a series of tables, old school stye.
I'm a big fan of "reskinning" monsters, classes, and other game elements. Not everybody is as comfortable with doing that, so there's a helpful little article that shows you how you can use the racial classes in DCC as humans in an all-human, sword and sorcery setting with just a few tweaks. Dwarves become the defender class. Halflings become the rogue. Elves become the warlock. These are just label changes, though. In a manner that reminds me of Pathfinder's archetypes, racial abilities are swapped out for flavorful new class abilities.
I would recommend this book for DCC judges who are looking for some low-level adventures, 0-level options, or classes for their sword and sorcery setting.
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