Spoken about for half a decade in hoary whispers, at long last Goodman Games brings you: the DCC RPG Annual.
You absolutely do not need the DCC Annual to play DCC RPG, nor does any material in the Annual supersede or otherwise change the baseline game experience as expressed in the core rulebook.
Exactly what it says on the inside - an UNnecessary volume of extra content for fleshing out the main rule book. Even the chapter headings match the main book, as if you'd tear out the pages and glue them into it.
But a delicious dessert is "unnecessary". That doesn't meant you don't want it, or it isn't really tasty. This thing is tasty. Giving background and other details to several cleric gods and supplying a gaggle of new patrons are my favorite additions as they provide so many great hooks for world-building & character conflict. Oh and getting to enjoy more gorgeous DCC art is always a plus.
I'd say if there's a weak part it's the between-adventure encounter table and the pocket campaign setting of Mu, both of which feel pretty unnecessary in a bad way. It's hard to imagine a Judge/GM/DM who's into this but is lacking the imagination to invent their own encounters & settings or adapt them from (Appendix N?) fiction. Then again, maybe the Lost Continent of Mu is just what another reader needs to kickstart years of amazing gameplay! Who you are as a judge and a genre fan will play a big role in how you receive this book.
I'm really glad I bought this. I also hope it's the last Annual, that Goodman Games continues to avoid sourcebook bloat and focus on amazing modules or fleshed out campaign settings like The Purple Planet.