D&D General Younger Players Telling Us how Old School Gamers Played

There were so few of us, and Boomers were in charge for so long, we could hardly be blamed for anything. 😇
You are the reason I am a Baby Boomer. You whined because you didn't want to be with your old siblings. Note at one point I was classified as Gen X but the end date of boomers kept getting extended.
 

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Not to call Jasper out specifically, but I don't get this attitude. Real people do real work to produce quality work. It's worth paying for. The stuff that's free? It's usually crap.
What I was mainly griping about is a Title with no author name. Or a link. Lucking Amazon search engine today, had it as a top choice. But since the Gen X conned me out my money and never sent that Mutant Formual to my house, you too could help an old person out.
How about the people who read Eluisive Shift by Jon Peterson start a thread about it.
 


One thing I do remember, at least here, is it was often common to honor a character from campaign to campaign. Not every GM was down with this. But I do recall people bringing characters from one group to another and leveling that character as they went from group to group.

Yes! I loved how that was incorporated into season 4 of Stranger Things.

We used to go to our FLGS to play with the college kids, each of whom had their own elaborate set of house rules, clutching our precious character sheets and hoping they didn’t get killed.
 

A lot of this feels like an attempt to deflect that people did play that way and that culture of play is worthy of discussion. Sure. It represents a subsection of play, but that subsection of play is the beating heart of OSR culture. How any given group played at any particular time isn't really the worthwhile question here. OSR play is not about playing games using techniques laid out in texts like Moldvay B/X to somehow capture the spirit of old, but because there's like a really fun game in playing to that text as directed. How anyone played in the 80s is immaterial to that.
 

I mean, if his goal was to understand how they played, yeah, that would be a smart way to go about it. But I don’t think that’s what he’s actually trying to do here. He’s just walking through the potential implications of a rule of OD&D he just learned, trying to work out how it would affect the structure and incentives of play if observed.
The actual 'rule' (if you can call anything in the original D&D game a rule) is found on Page 35 of Volume 3 The Underworld and Wilderness Adventures

TIME:
As the campaign goes into full swing it is probable that there will be various
groups going every which way and all at different time periods. It is suggested
that a record of each player be kept, the referee checking off each week as it is
spent. Recon the passage of time thus:

Dungeon expedition 1 week
Wilderness adventure = 1 move = 1 day
1 Week of actual time = 1 week of game time
The time for dungeon adventures considers only preparations and a typical, one
day descent into the pits.

The time for Wilderness expeditions would include days of rest and recuperation.

Actual time would not be counted off for players "out" on a Wilderness adven-
ture, but it would for those newed in their dens, hideholes, keeps, castles, etc., as
well as for those in the throes of some expedition in the underworld.

As with all the text in the D&D booklets (LBBs) this is fairly obtuse and simply recounts a technique, note the phrase "it is suggested" and the use of 'Recon' (which implies a kind of estimating or 'rule of thumb' in my mind). Beyond that, the text seems a bit ambiguous to me. That is 'dungeon expedition' is allocated a flat week, while 'expedition in the underworld' for whatever reason is given its own different rule (but we have no rule to distinguish the two from each other). Nor is it easy to justify the 'real time' for characters that are in what is basically an underground wilderness (where supplies are likely to be very limited and critical) vs an above ground wilderness where no such passage takes place! Frankly I would simply discount the last clause of that last sentence, unless the PCs situation resembled 'newed in their dens...' (whatever that means, though I think we can assume 'newed' is a typo for some other word).

This leaves us with, effectively, a rule that basically says if your character sits at home then time passes at the 'real world rate' for that character. I would note that this rule ONLY applies to characters 'sitting idle', as a character involved in magical research or item construction follows rules found on Page 34 of Volume 1 instead, though surely they are doing said research in a place which would otherwise qualify as a character's 'home'. I don't think there is actually a specified rule for creating items, per se, in the original books, though presumably it would require a period of time, which would be similar in effect to spell research.

Finally keep in mind the following found in the Introduction: "As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign." (Volume 1 Page 5, emphasis in the original text).

My point is, the whole idea of time passing based on real world time (at least at the granularity of weeks, note) is a very niche rule intended to simply give an idea of what happens when a PC is entirely idle and no other element of plot or rule enforces some other passage of time. I would HIGHLY expect it is also something that was frequently retconned (IE players showed up on Saturday afternoon fully expecting to be able to 'fill in' whatever their PC might have been up to last week).
 

Oh, yea, started watching that and haven’t gotten through it.

Frankly everyone should read “The Elusive Shift”

At least it’d let everyone know how fractured the play styles were even back then.

Lots of people thought TSR was a bit bonkers. And TSR thought lots of the players were too.

Reality was probably everyone was.

Things were so all over the map. I started in California in 86, where they played one way, then came back east and played initially with my cousin and a friend and a few others in middle school. In highschool there were a few different game groups. There was something of a shared culture there, but the older students had a different approach than we did. And when I went to the hobby shop at the mall, it almost sounded like people were playing a totally different game at times. Even at our own school among gamers my age there were big differences. I knew one GM at my school who had a rotating table of something like 10+ players, and he played in a style where the world kept moving between sessions. It was also every man for himself, with players constantly backstabbing one another (sometimes just to steal a magic item). To complicate it further most people didn't make it to every session. But it was enormously popular. He had people who weren't even gamers in it. By this point it was probably 1990, so far from the early days of the hobby. I knew another group with 2 Co-GMs. Also different editions were all available at that time. I ran 2E, so did a couple of other guys I knew. I played in a group that ran exclusively 1E. And the everyman for himself GM ran using D&D Rules Cyclopedia.

I played in games that were heavily focused on the GM telling a story, in games where the GM had exhaustively mapped out a world, in games where time was tracked very carefully, in games where no one cared about time, games where 10 minute turns were an important part of dungeon exploration and games where turns weren't a thing.

In the 2E era, even if you played by the book, so many rules were tagged as optional that those varied tremendously from table to table. Not everyone used Non-weapon proficiencies for example. Weapon speed wasn't universally used either. And a lot of people kludged 1E and 2E material together.

And that is just D&D. That wasn't the only game being played. I remember huge, huge levels of difference between groups running Vampire the Masquerade. And there were GMs who preferred GURPS (the GM who ran the every man for himself group used to run a lot of GURPS campaigns too).
 

Yes! I loved how that was incorporated into season 4 of Stranger Things.

We used to go to our FLGS to play with the college kids, each of whom had their own elaborate set of house rules, clutching our precious character sheets and hoping they didn’t get killed.

The world to world gaming was pretty near universal on the West Coast Back In My Day far as I can tell (of course, if there were little enclosed campaigns that didn't interact with anyone, I'd never see one, but I didn't even hear about them locally if they existed).
 



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