JeffB
Legend
I've got to agree with geoffrey on a couple of points..
1) the Moldvay/Cook B/X sets are too my fave version of the game..with the brown books a close second.
2) stat blocks can be absolutely nuts...LotIF wastouted as "same price, 16 more pages" i.e. 48 vs. the 32 pagers of previous wotc efforts... those 16 pages extra pages were mostly for stat blocks...I thought to myslef..cool module...but no way in heck would I ever run such a thing....
I've been on both sides of the fence really since the new edition was announced...I love it and hate it at times...I've started 3 different campaigns up, and quit them because the amount of underlying rules were driving me nuts...but I'm realizing that If I just (like another poster said) learn how to say "no" and run it "off the cuff" 3E works pretty good...It's not like OD&D and it's not like 1E, but it works..
I'm starting to realize that the things I REALLY like about the older editions are the modules...the ideas...Gary's and others syle made that stuff so great...not neccesarily the rules...
I have the 1E conversion of U1: Sinister Secret of Saltmarsh (the old one which included the complete module, before WOTC revised the conversion process), and I ran the Haunted House part a few days ago, and I just sort of "winged it" rule-wise...I had alot more fun that I did the 3 previous attempts at playing 3E with my head stuck in the DMG and MM.....All in all, I didn't feel that 3E rules hindered that session..mainly because I did not let them do so...I had fun..maybe not as much as I had running it 20 + years ago under my O/AD&D hybrid...but it was cool...
Convert all those old mods up...and wing it for a session or two..seemed to work OK for this old die-hard...
1) the Moldvay/Cook B/X sets are too my fave version of the game..with the brown books a close second.
2) stat blocks can be absolutely nuts...LotIF wastouted as "same price, 16 more pages" i.e. 48 vs. the 32 pagers of previous wotc efforts... those 16 pages extra pages were mostly for stat blocks...I thought to myslef..cool module...but no way in heck would I ever run such a thing....
I've been on both sides of the fence really since the new edition was announced...I love it and hate it at times...I've started 3 different campaigns up, and quit them because the amount of underlying rules were driving me nuts...but I'm realizing that If I just (like another poster said) learn how to say "no" and run it "off the cuff" 3E works pretty good...It's not like OD&D and it's not like 1E, but it works..
I'm starting to realize that the things I REALLY like about the older editions are the modules...the ideas...Gary's and others syle made that stuff so great...not neccesarily the rules...
I have the 1E conversion of U1: Sinister Secret of Saltmarsh (the old one which included the complete module, before WOTC revised the conversion process), and I ran the Haunted House part a few days ago, and I just sort of "winged it" rule-wise...I had alot more fun that I did the 3 previous attempts at playing 3E with my head stuck in the DMG and MM.....All in all, I didn't feel that 3E rules hindered that session..mainly because I did not let them do so...I had fun..maybe not as much as I had running it 20 + years ago under my O/AD&D hybrid...but it was cool...
Convert all those old mods up...and wing it for a session or two..seemed to work OK for this old die-hard...
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