Can you tell me how to get to Ol’-Skool street?

Mouseferatu said:
Find a mad scientist with a ray that can turn you back into 12-year-olds.

I've been thinking a lot about this sort of thing myself recently. And I've come to the unfortunate conclusion that a lot of the magic from "back then" had to do with age, real-world responsibilities (or lack thereof), a child's ability to ignore the nonsensical, and the joy of discovering the game for the first time. Honestly, I don't think it can be recaptured. :(

Or at least, not all of it can be. I, too, wouldn't mind playing in a (very) short-term "Red Box" campaign, so maybe I still hope of recapturing some of it. :heh:

i wholeheartedly disagree. i'm doing it in fact. playing just like i did back then. for over a year now. read the story hour by JoeBlank et al.
 

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You can find used copies of the AD&D PHB, DMG, and MM on eBay or Amazon, or your local used bookstore, for less than $10 each. That's the way I'd go.

In fact, that's the way that I will be going when we fly back to NJ to visit my parents and siblings for the holidays: AD&D all the way :D
 

I will chime in and say the Rules Cyclopedia might be the way to go. I mean, why buy the Red Box (and subsequent expansion boxes) when you have them all in one nice shiny hardcover?

Of course, I cut my teeth on a mish-mash collection of D&D books (like the Blue Box, AD&D DM's Guide, Monster Manual 2, and the Isle of Dread :D ), and I KNOW there's no way I can bring THAT feeling back. :)
 

Thanks for the input so far! We’ll probably end up getting a PDF of the Rules Cyclopedia (which I believe is less than five bucks) to see what it’s about while at the same time looking into C&C.

Mouseferatu said:
I've been thinking a lot about this sort of thing myself recently. And I've come to the unfortunate conclusion that a lot of the magic from "back then" had to do with age, real-world responsibilities (or lack thereof), a child's ability to ignore the nonsensical, and the joy of discovering the game for the first time. Honestly, I don't think it can be recaptured.

You may be right… But we’re going to give it a shot anyway. The DM has already let us know that he plans on running a “goofy, campy, cliché hack n’ slash” type game, which suits everyone just fine because it will make the rules a little less important somehow… And maybe will allow us to be a little more “child-like” again as well?

Most of my gaming group is composed of married, working (busy) members at this point. When True20 came out, we ran a few sessions, and everyone loved the speed and simplicity of it. The unexpected result, however, was that nobody seemed to want to go back to 3.5. It’s not that anyone “hates” 3.X or anything, it’s just that “time” itself is far more of a factor than it used to be, and 3.X requires a lot of set-up and preparation relatively speaking. Some combat rounds seem to take forever.

I think that what people are looking for here is this; Something not only nostalgic, but fast and simple, and yet distinctively D&D-ish.
 

Nomad4life said:
Thanks for the input so far! We’ll probably end up getting a PDF of the Rules Cyclopedia (which I believe is less than five bucks) to see what it’s about while at the same time looking into C&C.

<SNIP>

I think that what people are looking for here is this; Something not only nostalgic, but fast and simple, and yet distinctively D&D-ish.

I'd like to reiterate that C&C could be the right tool for the job. It's fast, simple & the fact that the C&C rules would be new to you may help in recapturing some of that initial feel you had when you first started playing D&D.

Sam
 

I'd say C&C, supplemented by a steady stream of old modules. If you want to go Basic D&D, go with the Moldvay set: it is the best written of them all, without the (IMHO) unnecessary complications in the Cyclopedia. And make sure to load up on old modules, especially those you didn't get "back then". :)
 

Psychic Warrior said:
Nostalgia is not a kind mistress I can almost guarentee you will be frustrated using the Rules Cyclopedia/'Red Book" rules (they are very similar).

Aren't the two really the same anyway more or less?
 

Nomad4life said:
Thanks for the input so far! We’ll probably end up getting a PDF of the Rules Cyclopedia (which I believe is less than five bucks) to see what it’s about while at the same time looking into C&C....

Both the RC and C&C are great games. Either one would be fun.

Nomad4life said:
... Most of my gaming group is composed of married, working (busy) members at this point. When True20 came out, we ran a few sessions, and everyone loved the speed and simplicity of it. The unexpected result, however, was that nobody seemed to want to go back to 3.5. It’s not that anyone “hates” 3.X or anything, it’s just that “time” itself is far more of a factor than it used to be, and 3.X requires a lot of set-up and preparation relatively speaking. Some combat rounds seem to take forever.

I think that what people are looking for here is this; Something not only nostalgic, but fast and simple, and yet distinctively D&D-ish.

Yup, the faster play time and lower prep requirements are precisely what led me to decide to switch from running 3e to C&C one year ago. Nostalgia played a small role -- especially the opportunity to run some old D&D and AD&D modules with little/no prep work -- but the lighter work load was decisive.
 

Orius said:
Aren't the two really the same anyway more or less?

You'd think so but not really. The Rules Cyclopedia has, well , more rules. Rules for all kinds of things but in a haphazard sort of fashion. I was surprised in trying to use it during the actual game as it was harder to reference than many 3E books (which don't have great referening either). For what the original poster wants, if he's unwilling to lay out the $$ for C&C, the 'Red Book' is probably better to go.
 

Forget all those naysayers. ;) I still play "Basic D&D" and love it. Here is a quick nutshell to old school goodness:

1. Find a copy of the Red rulebook released in 1981, with the Erol Otus cover.

2. Read it through. It is a good book yet simple.

3. Assemble your players.

4. Have them roll up there characters, but give them 2500 XP each. This will start most characters at 2nd level, except for the thief (starts at 3rd) and the Elf (still 1st level.)

5. Max out their HP.

6. Allow each charcater to roll for Treasure Type "U" and "V" from page B46.

7. Enter the dungeon, start slaying foes, collecting treasure, and having fun.

I would stay away from the Rules Cyc at first, unless you are totally comfortable with the basic rules. Later when your charcaters are ready to go beyond 3rd level you can get either the Expert book or then import the RC.

For some really good Classic D&D discussion, check out Dragonsfoot.
 

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