I sometimes have the urge to run a 1e game, and in the past few years I've run a few sessions of 1e and the rules from the 1978 Basic Set. There were a few things that stand out as appealing:
* Control: When the DM makes up lots of rules, there's no book there to contradict. Thus, the DM has a lot more control over the game. But I think this is a minor point. It's easier to DM with confidence if you know that you are the final arbiter of rules, but I don't think that's the biggest reason for retro gaming.
The bigger point, IME, is:
* The Power to Improvise: When you have to improvise rules on the fly, or sit down and create house rules, it's a lot easier to build exactly the game you want. The most powerful virtue of RPGs is the creativity they require. When you play an RPG, you get to create a lot of stuff. Since you are creating this stuff, by definition it's:
A) What you need.
and
B) Material you like.
One of the interesting things about the RPG business is that supplement sales come nowhere near the heights of core rulebook sales. I think this is because it's almost pure chance for a designer to come up with a game element that a particular DM needs or wants for his game. The DM running a dungeon crawl through a water-filled ruin needs different material than the DM running the urban swashbuckling, political intrigue game.
I think of it as sort of the Grand Theft Auto effect. In GTA, if you like racing games you can enter all the time challenge missions and unlock new cars. If you like exploring, you can wander around the map and find hidden objects. If you like random havoc, you can get a rocket launcher and blow stuff up. The game lets you define fun, then lets you pursue that definition.
1e and other early versions of D&D really fed that urge. If you wanted a game with realistic injuries, you wrote up critical hit rules, rules for infection and healing, and used them in your game.
As an example, when I was a kid I loved creating new core classes. I built lots of variants and loved the new classes from Dragon. So, I designed lots of classes. I think I still have a notebook full of them somewhere.
* Control: When the DM makes up lots of rules, there's no book there to contradict. Thus, the DM has a lot more control over the game. But I think this is a minor point. It's easier to DM with confidence if you know that you are the final arbiter of rules, but I don't think that's the biggest reason for retro gaming.
The bigger point, IME, is:
* The Power to Improvise: When you have to improvise rules on the fly, or sit down and create house rules, it's a lot easier to build exactly the game you want. The most powerful virtue of RPGs is the creativity they require. When you play an RPG, you get to create a lot of stuff. Since you are creating this stuff, by definition it's:
A) What you need.
and
B) Material you like.
One of the interesting things about the RPG business is that supplement sales come nowhere near the heights of core rulebook sales. I think this is because it's almost pure chance for a designer to come up with a game element that a particular DM needs or wants for his game. The DM running a dungeon crawl through a water-filled ruin needs different material than the DM running the urban swashbuckling, political intrigue game.
I think of it as sort of the Grand Theft Auto effect. In GTA, if you like racing games you can enter all the time challenge missions and unlock new cars. If you like exploring, you can wander around the map and find hidden objects. If you like random havoc, you can get a rocket launcher and blow stuff up. The game lets you define fun, then lets you pursue that definition.
1e and other early versions of D&D really fed that urge. If you wanted a game with realistic injuries, you wrote up critical hit rules, rules for infection and healing, and used them in your game.
As an example, when I was a kid I loved creating new core classes. I built lots of variants and loved the new classes from Dragon. So, I designed lots of classes. I think I still have a notebook full of them somewhere.