My group is having fun right now playing Warhammer Fantasy Roleplay. I'm running the setting/module Karak Azgal. It feels very classic, but I've made some changes to make it more fast, furious & fun (i.e., easier for me). See this thread: http://www.enworld.org/showthread.php?t=173736
Speaking of fast, furious & fun, I would really recommend Savage Worlds. We had a ball playing it over the past year. I did about 90% less work as compared to d20 because it is so much simpler to bring to the table & run. Yet, it remains granular (read: complicated) enough to keep the players engaged with the characters.
I know little about Castles & Crusades. To me, it seems like it is still "d20 enough" to be a chore to run it. Frnakly, if I'm going to get close to d20, I'd rather just run d20 and capitalize on what mastery I have left of the game. (Incidentally, d20 D&D is still pretty fun if you stick to the core books and run it at low levels.)
Hackmaster is pretty complicated. You can get the PHB, DMG & 8 MMs (that's right, 8!) for buy-one-get-three-free right now, so it is a cheap(er) time to get into it:
http://www.threefreegames.com/roleplaying/roleplaying-products?func=view;pn=3
I've got the HM module Little Keep on the Borderlands gathering dust on my bookshelf if you want to buy it cheap or trade for it. It's very detailed, but I'll never run it. Too many games, so little time; alas.
If you really want 1e feel, then run 1e. You can get those books at titangames.com or download them from rpgnow.com. I bought Slave Pits of the Undercity recently, but again I'll never run it (let me know if you want it). After playing in a 1e game last year, I realized that I can't really go back to it (not with my group, anyway). I did offer to run the old Basic D&D, circa 1980, but they rejected it. It's not complicated enough for the players.
So, I guess my advice is WFRP, SW or 1e, in whatever order suits you.
Speaking of fast, furious & fun, I would really recommend Savage Worlds. We had a ball playing it over the past year. I did about 90% less work as compared to d20 because it is so much simpler to bring to the table & run. Yet, it remains granular (read: complicated) enough to keep the players engaged with the characters.
I know little about Castles & Crusades. To me, it seems like it is still "d20 enough" to be a chore to run it. Frnakly, if I'm going to get close to d20, I'd rather just run d20 and capitalize on what mastery I have left of the game. (Incidentally, d20 D&D is still pretty fun if you stick to the core books and run it at low levels.)
Hackmaster is pretty complicated. You can get the PHB, DMG & 8 MMs (that's right, 8!) for buy-one-get-three-free right now, so it is a cheap(er) time to get into it:
http://www.threefreegames.com/roleplaying/roleplaying-products?func=view;pn=3
I've got the HM module Little Keep on the Borderlands gathering dust on my bookshelf if you want to buy it cheap or trade for it. It's very detailed, but I'll never run it. Too many games, so little time; alas.
If you really want 1e feel, then run 1e. You can get those books at titangames.com or download them from rpgnow.com. I bought Slave Pits of the Undercity recently, but again I'll never run it (let me know if you want it). After playing in a 1e game last year, I realized that I can't really go back to it (not with my group, anyway). I did offer to run the old Basic D&D, circa 1980, but they rejected it. It's not complicated enough for the players.
So, I guess my advice is WFRP, SW or 1e, in whatever order suits you.