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Is a more OD&D feel game the natural evolutionary endpoint? Is OD&D actually AD&D?
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<blockquote data-quote="S'mon" data-source="post: 4740522" data-attributes="member: 463"><p>I share a lot of these feelings - I even teach Law, and I'm running old modules in 3.5 rules with a lot of old-school input (B/X mostly).</p><p></p><p>Something I've taken from Grognardia though is that a module-based campaign is part of a paradigm that originated with 1e AD&D (and B/X to a lesser extent) - true OD&D play as originally envisioned did not involve modules at all, and was much more freeform environment exploration. I would like to do something like that, but I'm not sure if it's possible in the twice-monthly open-access games club setting I currently GM in. Conversing with some of my players yesterday did get me wanting to run stuff with (a) looser rules and (b) more of a role-play/character interaction element. The latter emphatically does <em>not</em> mean story-based gaming though - no 'scenes' and pre-scripted plots.</p><p></p><p>My current module-based campaign is very easy to run - I essentially read the module then run it. I think for my next campaign I need to put in a good deal more effort in advance to create an interesting 'sand box', big enough not to be constraining, with tons of different threads of adventure. And the rule set needs to be simple enough to allow for easy improvisation; currently I'm thinking Castles & Crusades.</p></blockquote><p></p>
[QUOTE="S'mon, post: 4740522, member: 463"] I share a lot of these feelings - I even teach Law, and I'm running old modules in 3.5 rules with a lot of old-school input (B/X mostly). Something I've taken from Grognardia though is that a module-based campaign is part of a paradigm that originated with 1e AD&D (and B/X to a lesser extent) - true OD&D play as originally envisioned did not involve modules at all, and was much more freeform environment exploration. I would like to do something like that, but I'm not sure if it's possible in the twice-monthly open-access games club setting I currently GM in. Conversing with some of my players yesterday did get me wanting to run stuff with (a) looser rules and (b) more of a role-play/character interaction element. The latter emphatically does [I]not[/I] mean story-based gaming though - no 'scenes' and pre-scripted plots. My current module-based campaign is very easy to run - I essentially read the module then run it. I think for my next campaign I need to put in a good deal more effort in advance to create an interesting 'sand box', big enough not to be constraining, with tons of different threads of adventure. And the rule set needs to be simple enough to allow for easy improvisation; currently I'm thinking Castles & Crusades. [/QUOTE]
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Is a more OD&D feel game the natural evolutionary endpoint? Is OD&D actually AD&D?
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