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*Dungeons & Dragons
A Preview of The Making of Original Dungeons & Dragons: 1970-1977
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<blockquote data-quote="robertsconley" data-source="post: 9372974" data-attributes="member: 13383"><p>I wish it was a cut-and-dry answer, but it is not. Why?</p><p></p><p>In my post replying to [USER=7034611]@mamba[/USER], I said that Gygax and Arneson wrote OD&D as advice to their fellow wargamers as to how to run what they called "Fantastic fantasy medieval campaigns." </p><p></p><p>This advice was based on Gygax's experience running the Greyhawk campaign and Arneson's experience running the Blackmoor campaign. </p><p></p><p>Nearly all the OSR RPGs I can give links for similarly reflect the advice of their respective authors. This is useful for running an OD&D campaign but it may not wind up answering your question. Because it will ultimately reflect their sensibilities not those of Gygax or Arneson.</p><p></p><p>For those two (and others) you will need to read the various historical works that are now avaliable like Hawk & Moor or Peterson's upcoming new edition of Playing at the World. Plus the stuff put out by Secrets of Blackmoor. </p><p>Hawk & Moor</p><p>[URL unfurl="true"]https://www.amazon.com/HAWK-MOOR-Unofficial-History-Dungeons-ebook/dp/B00JYQZILW[/URL]</p><p></p><p>Playing at the World 2e</p><p>[URL unfurl="true"]https://mitpress.mit.edu/9780262548779/playing-at-the-world-2e/[/URL]</p><p></p><p>Secrets of Blackmoor</p><p>[URL unfurl="true"]https://www.tfott.com/[/URL]</p><p></p><p>If you have limited time, currently I would go with the Lost Dungeon of Tonisberg. But for the full picture Hawk & Moor and Playing at the World are you ticket. Hawk & Moor is more about the people. Playing at the World, if it is like its first edition, will be hard-core academic work. </p><p>[URL unfurl="true"]https://www.tfott.com/the-lost-dungeons-of-tonisborg-book[/URL]</p><p></p><p>As for the OSR I recommend (all free downloads)</p><p>Swords & Wizardry Quick Start</p><p>[URL unfurl="true"]https://www.drivethrurpg.com/en/product/63665/Swords--Wizardry-Quick-Start[/URL]</p><p></p><p>Matt Finch's Old School Primer </p><p>[URL unfurl="true"]https://www.lulu.com/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-1qm8y7m.html?page=1&pageSize=4[/URL]</p><p></p><p>My own When to make a Ruling</p><p>although to be clear it addresses only that issue. </p><p>[URL unfurl="true"]https://www.batintheattic.com/downloads/When%20to%20make%20a%20Ruling.pdf[/URL]</p><p></p><p>But keep in mind they are written from their author's point of view (including mine) based on their (and my) experience running campaigns with the OD&D rules.</p><p></p><p>After you read everything, you will find the essential principle is that the premise of your campaign and the setting you use will determine the rules you need. The level and kind of detail you get into will be subject to your personal taste. </p><p></p><p>You will find after reading all this, that back in the day (and sometimes in the present) these rules tends to be minimalist because everybody just wants to get stuff started. But sometimes, it gets detailed and complex depending on taste. Also that it evolves over time as they tweak things or find a more fun way of doing stuff.</p><p></p><p>The secret to OD&D is not the rules, but the process of using the rules. And that was only barely touched on in the original. </p><p></p><p>Sorry it isn't a clear cut answer. But I hope this helps.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9372974, member: 13383"] I wish it was a cut-and-dry answer, but it is not. Why? In my post replying to [USER=7034611]@mamba[/USER], I said that Gygax and Arneson wrote OD&D as advice to their fellow wargamers as to how to run what they called "Fantastic fantasy medieval campaigns." This advice was based on Gygax's experience running the Greyhawk campaign and Arneson's experience running the Blackmoor campaign. Nearly all the OSR RPGs I can give links for similarly reflect the advice of their respective authors. This is useful for running an OD&D campaign but it may not wind up answering your question. Because it will ultimately reflect their sensibilities not those of Gygax or Arneson. For those two (and others) you will need to read the various historical works that are now avaliable like Hawk & Moor or Peterson's upcoming new edition of Playing at the World. Plus the stuff put out by Secrets of Blackmoor. Hawk & Moor [URL unfurl="true"]https://www.amazon.com/HAWK-MOOR-Unofficial-History-Dungeons-ebook/dp/B00JYQZILW[/URL] Playing at the World 2e [URL unfurl="true"]https://mitpress.mit.edu/9780262548779/playing-at-the-world-2e/[/URL] Secrets of Blackmoor [URL unfurl="true"]https://www.tfott.com/[/URL] If you have limited time, currently I would go with the Lost Dungeon of Tonisberg. But for the full picture Hawk & Moor and Playing at the World are you ticket. Hawk & Moor is more about the people. Playing at the World, if it is like its first edition, will be hard-core academic work. [URL unfurl="true"]https://www.tfott.com/the-lost-dungeons-of-tonisborg-book[/URL] As for the OSR I recommend (all free downloads) Swords & Wizardry Quick Start [URL unfurl="true"]https://www.drivethrurpg.com/en/product/63665/Swords--Wizardry-Quick-Start[/URL] Matt Finch's Old School Primer [URL unfurl="true"]https://www.lulu.com/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-1qm8y7m.html?page=1&pageSize=4[/URL] My own When to make a Ruling although to be clear it addresses only that issue. [URL unfurl="true"]https://www.batintheattic.com/downloads/When%20to%20make%20a%20Ruling.pdf[/URL] But keep in mind they are written from their author's point of view (including mine) based on their (and my) experience running campaigns with the OD&D rules. After you read everything, you will find the essential principle is that the premise of your campaign and the setting you use will determine the rules you need. The level and kind of detail you get into will be subject to your personal taste. You will find after reading all this, that back in the day (and sometimes in the present) these rules tends to be minimalist because everybody just wants to get stuff started. But sometimes, it gets detailed and complex depending on taste. Also that it evolves over time as they tweak things or find a more fun way of doing stuff. The secret to OD&D is not the rules, but the process of using the rules. And that was only barely touched on in the original. Sorry it isn't a clear cut answer. But I hope this helps. [/QUOTE]
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