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Can we talk about best practices?
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<blockquote data-quote="Jaeger" data-source="post: 8342250" data-attributes="member: 27996"><p>5e is relying entirely on its network effect to fill in the gaps of how-to knowledge for new players.</p><p></p><p>As the market leader it can get away with such things...</p><p></p><p></p><p></p><p></p><p>Because Moldvay placed the correct emphasis for the way the game is meant to be played when he wrote the rules.</p><p></p><p>The Game as a whole First.</p><p>The Campaign Second</p><p>Players Third</p><p></p><p>Structure is important. As you and your daughter re-discovered.</p><p></p><p></p><p></p><p></p><p>And Earlier editions of the game did this. And they were not all about the dungeon crawl either.</p><p></p><p>Keep on the borderlands - In Search of the unknown - The village of Hommlet. Those are all still considered foundational because of the variety of play offered at an introductory level. Yes plenty of exploring dungeons, but also interacting with residents of the Keep, town, and roaming around the wilderness in search of gold and glory.</p><p></p><p>That is why the mines of phandelver is regarded so well, it echoes what worked that came before it.</p><p></p><p></p><p></p><p></p><p>It is because they didn't shy away from the fact that RPG's are Wargame derivatives.</p><p></p><p>And while they weren't perfect people; When it came to running the <em>Game,</em> Gygax and co actually knew what they were doing.</p><p></p><p>I have the Modvay basic and expert rules right next to me. That is a functional game. It is not broken. The rules work. And as you have found out they work better for a raw beginner than if they were to dive straight into 5e.</p><p></p><p>And in my opinion with a few house rules they will align fine with current player mindsets that prefers a little more starting competence and survivability.</p><p></p><p>For attributes: roll 4d6, drop lowest, arrange to suit.</p><p>For HP: Max HP + Con bonus at level 1, then average after that. (If you really want to pad the numbers add half Con at level 1)</p><p>Want to play with ascending AC? Done for you already:</p><p>[URL unfurl="true"]https://addermanor.wordpress.com/2015/02/19/ascending-ac-for-basic-dd/[/URL]</p><p></p><p>In fact you could do a whole lot worse than to buy or give your daughter Keep on the borderlands, In Search of the unknown, and The village of Hommlet as a package for her starting campaign, with a little guidance from you to tie things together.</p><p></p><p>She just needs the players to create PC's with he idea that they have come together as a group of adventurers to seek their fortunes.</p><p></p><p>You don't need some involved set-up, or anything more than 1-2 sentences for PC backstories. So long as all the players approach things with a team mindset, all their individual characters personalities will emerge during play.</p><p></p><p>The OSR is largely based around B/X rules for a reason. The rules and concepts behind them just plain worked.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8342250, member: 27996"] 5e is relying entirely on its network effect to fill in the gaps of how-to knowledge for new players. As the market leader it can get away with such things... Because Moldvay placed the correct emphasis for the way the game is meant to be played when he wrote the rules. The Game as a whole First. The Campaign Second Players Third Structure is important. As you and your daughter re-discovered. And Earlier editions of the game did this. And they were not all about the dungeon crawl either. Keep on the borderlands - In Search of the unknown - The village of Hommlet. Those are all still considered foundational because of the variety of play offered at an introductory level. Yes plenty of exploring dungeons, but also interacting with residents of the Keep, town, and roaming around the wilderness in search of gold and glory. That is why the mines of phandelver is regarded so well, it echoes what worked that came before it. It is because they didn't shy away from the fact that RPG's are Wargame derivatives. And while they weren't perfect people; When it came to running the [I]Game,[/I] Gygax and co actually knew what they were doing. I have the Modvay basic and expert rules right next to me. That is a functional game. It is not broken. The rules work. And as you have found out they work better for a raw beginner than if they were to dive straight into 5e. And in my opinion with a few house rules they will align fine with current player mindsets that prefers a little more starting competence and survivability. For attributes: roll 4d6, drop lowest, arrange to suit. For HP: Max HP + Con bonus at level 1, then average after that. (If you really want to pad the numbers add half Con at level 1) Want to play with ascending AC? Done for you already: [URL unfurl="true"]https://addermanor.wordpress.com/2015/02/19/ascending-ac-for-basic-dd/[/URL] In fact you could do a whole lot worse than to buy or give your daughter Keep on the borderlands, In Search of the unknown, and The village of Hommlet as a package for her starting campaign, with a little guidance from you to tie things together. She just needs the players to create PC's with he idea that they have come together as a group of adventurers to seek their fortunes. You don't need some involved set-up, or anything more than 1-2 sentences for PC backstories. So long as all the players approach things with a team mindset, all their individual characters personalities will emerge during play. The OSR is largely based around B/X rules for a reason. The rules and concepts behind them just plain worked. [/QUOTE]
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