Very cool.
You might be interested in a
hit point house rule that I use in my OD&D game: PCs roll all of their hit dice each time they advance a level; if the new hit point total is less than the old total, the old total will be retained. If they lose a level, they roll all their hit dice for the lower level; if the new total is greater than the old total, the old total is retained.
That's a cool idea, and I may use it if my players start getting too frustrated. For now I think I'm going to do my best to play the game by the book for the most part.
I've read most of Keep on the Borderlands, and while I do like it a lot, I don't know how much of it I'm going to use. I think I'd rather play the game like I've been playing it, and base everything off of random encounters and tables. I'll probably use the keep and the people who live there, and while i like the Caves of Chaos and all the stuff in it, the more I read of the descriptions of the various caverns, the more I'd just rather make my own stuff and do it myself. I don't think I'm much of a module person, I'm starting to realize. I'd much rather just draw up my own dungeons and then leave it up to the dice to determine what lives there.
This is my plan for the game:
Have a general idea of the layout of the area: i.e. there are some elves living to the north, to the east is nothing but untamed wilderness and beasts, to the south are some mountains and some dwarves, and back west is the kingdom the characters have been banished from. As an aspiring paleoanthropologist, I'm considering having a few settlements of Neanderthals out in the north eastern wilderness and mountains for the party to encounter and interact with. I also have in my head a deranged wizard as an antagonizing character of some sort. I think he'd be the kind of guy who would never want the party dead, but would love to use them for all manner of strange, disturbing and certainly unethical magical experiments. And of course I'd need the classic of strange and abandoned ruins and dungeons, which I feel would need some kind of history. Actually, part of me wonders if I need history for it at all. Maybe that'd be the mystery. Who built them? what happened to them? Who knows. I also want to include some sort of rumor about some ancient dragon who terrorized the area and a young warrior princess who led a crusade to slay the beast. I have no idea how that ties into anything, but that's how I want it. I want this all to be loose, somewhat formless ideas at the moment that I can expand on as we actually play.
Really, just writing this out makes me feel like I'm thinking about it too much.
I'm also aware that a lot of these ideas are typical D&D tropes and cliches, and that I'm not doing anything new at all, and I'm instead retreading what everyone has done before for the past thirty years. That's partly what I want. To me, as someone who's main experience has been with newer, supposedly less cliche fantasy fiction, there's a certain charm to the old stuff. There's something quite endearing, fun and cool about a tough barbarian hailing from the frozen north, a tricksy hobbit and a wizard with a pointy hat in some distant land of mystery and adventure. I'd imagine I wouldn't want to play that way for thirty years without change, but I like the more folklore/mythologically based vibe it can kind of give.
But now I'm ranting.