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Favorite D&D Retroclone?
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<blockquote data-quote="Seraph2011" data-source="post: 6313787" data-attributes="member: 6776909"><p>Labyrinth Lord with Advanced Edition Companion is my favorite overall. </p><p>It's the closest to how I played D&D/AD&D in the 1980s, with very similar adjustments to the rules that my group used.</p><p>And one big thing for me, it doesn't have what I consider big changes to the rules; no different unwieldy AC, no changes to the core classes that make them not the core classes, no added -because-they-felt-like-being-different thrown in. </p><p></p><p>Original D&D/AD&D1 aren't as easy to get new players into. The books are out of print, and despite what people say all the time, none of the OSR books are exactly the same as the original.</p><p>Those old books were much easier to understand as rules then, actually, than they are now. It worked then because it's what we had, but since then other people have found better ways of presenting a set of rules. RPG books are just put together better now, easier to read through and understand.</p><p></p><p>ACKS has a feel that I like, it reminds me of how we'd play back then, when our characters would often 'retire' from adventuring to become Lords involved in politics and wars in the campaign world, eventually becoming either high level NPCs in the campaign world for new players to start characters in, or would go on to become Immortal (though I only got one character to that point ever, usually they'd retire and I'd start a new one.)</p><p></p><p>S&W looks good and works good, but it's not the D&D I want to play. </p><p></p><p>I don't want a game that I need to alter or convert, if it's supposed to be replicating the old game, I don't want to do work to make it work. I make games, RPGs and tabletop games, so when I'm playing a game, I just want to play the game, not do my job in my spare time, haha.</p></blockquote><p></p>
[QUOTE="Seraph2011, post: 6313787, member: 6776909"] Labyrinth Lord with Advanced Edition Companion is my favorite overall. It's the closest to how I played D&D/AD&D in the 1980s, with very similar adjustments to the rules that my group used. And one big thing for me, it doesn't have what I consider big changes to the rules; no different unwieldy AC, no changes to the core classes that make them not the core classes, no added -because-they-felt-like-being-different thrown in. Original D&D/AD&D1 aren't as easy to get new players into. The books are out of print, and despite what people say all the time, none of the OSR books are exactly the same as the original. Those old books were much easier to understand as rules then, actually, than they are now. It worked then because it's what we had, but since then other people have found better ways of presenting a set of rules. RPG books are just put together better now, easier to read through and understand. ACKS has a feel that I like, it reminds me of how we'd play back then, when our characters would often 'retire' from adventuring to become Lords involved in politics and wars in the campaign world, eventually becoming either high level NPCs in the campaign world for new players to start characters in, or would go on to become Immortal (though I only got one character to that point ever, usually they'd retire and I'd start a new one.) S&W looks good and works good, but it's not the D&D I want to play. I don't want a game that I need to alter or convert, if it's supposed to be replicating the old game, I don't want to do work to make it work. I make games, RPGs and tabletop games, so when I'm playing a game, I just want to play the game, not do my job in my spare time, haha. [/QUOTE]
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