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Giving Old Skool one last shot before calling it quits.
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<blockquote data-quote="DrSkull" data-source="post: 4410138" data-attributes="member: 3718"><p>about 2 years ago I was seriously bitten by the old school bug. I worked up an campaign area, based on some old maps I had made in the late 70's when I played Holmes Basic and AD&D1e. </p><p></p><p>I was vacilating between using C&C and OD&D, but at the last minute decided to go with C&C, in the hopes of recruiting 2 C&C players in the next town. </p><p></p><p><strong>1. Using C&C for Old School:</strong></p><p>The campaign ran about 30 sessions, and there were some good and bad things about it.</p><p></p><p>The biggest "non-old-school" thing about it was the Spell list. It was really just a thinly modified 3e spell list and I found it very wanting.</p><p></p><p>I added a bunch of house rules, of course. Many of them made it more like AD&D1e (movement, weapon list, surprise, combat mods).</p><p></p><p>I think overall, by the time I got done with it, I might have just as well used AD&D1e. I don't think that the Seige System adds all that much to the party. In some places it's a total goof, like the Turn Undead section.</p><p></p><p>Still, C&C was totally serviceable. If you think having an in-print system will help recruit players, get it. If not, just run some old version of D&D.</p><p></p><p><strong>2. Old School in the New Age</strong></p><p></p><p>I learned a few things about running an old school campaign with non-old school players.</p><p></p><p>The first is that players resent having characters that are made of tissue paper and having wizards and clerics with only 1-2 spells. I'd suggest either starting the campaign at third or fourth level (and perhaps go with a slow advacncement if you want a longer campaign at lower levels); or adopt a technique from HACKMASTER, namely the 20 hit point kicker. Give every PC, NPC and Monster 20 extra hit points. For the players, it gives them the feeling that they can roll up a character with a backstory and goals, and he won't die the first time he falls in a 10' pit or is hit on the head with a frying pan. For the DM, zero-level NPC's are actually worth using. Area of effect spells won't wipe them out in an instant. (Charm and Sleep suddenly are more desireable than magic missile even at higher level). Wizards go from damage monkeys, to mind-controllers. Fighters will find that their multiple attacks against level 0 enemies is still very useful, not as spectacular, but more likely to be actually used.</p><p></p><p>The second suggestion: think up some cool combat powers or options for the fighters. In the new age they'll get restless just swinging every single round. Adapt 1-3 feat trees from 3e or steal a special ability or two from some other game. Maybe at 4th or 8th level, throw the fighters a cool toy ability to play with. It doesn't have to be a huge deal, but they'll feel cool. For example, let fighters chose Cleave, Power Attack or Ride-by Attack like powers at 4th level. You don't need or want a full feat-system, but a few powers here and there to given the fighters their own juice goes a long way with new-school players.</p></blockquote><p></p>
[QUOTE="DrSkull, post: 4410138, member: 3718"] about 2 years ago I was seriously bitten by the old school bug. I worked up an campaign area, based on some old maps I had made in the late 70's when I played Holmes Basic and AD&D1e. I was vacilating between using C&C and OD&D, but at the last minute decided to go with C&C, in the hopes of recruiting 2 C&C players in the next town. [B]1. Using C&C for Old School:[/B] The campaign ran about 30 sessions, and there were some good and bad things about it. The biggest "non-old-school" thing about it was the Spell list. It was really just a thinly modified 3e spell list and I found it very wanting. I added a bunch of house rules, of course. Many of them made it more like AD&D1e (movement, weapon list, surprise, combat mods). I think overall, by the time I got done with it, I might have just as well used AD&D1e. I don't think that the Seige System adds all that much to the party. In some places it's a total goof, like the Turn Undead section. Still, C&C was totally serviceable. If you think having an in-print system will help recruit players, get it. If not, just run some old version of D&D. [B]2. Old School in the New Age[/B] I learned a few things about running an old school campaign with non-old school players. The first is that players resent having characters that are made of tissue paper and having wizards and clerics with only 1-2 spells. I'd suggest either starting the campaign at third or fourth level (and perhaps go with a slow advacncement if you want a longer campaign at lower levels); or adopt a technique from HACKMASTER, namely the 20 hit point kicker. Give every PC, NPC and Monster 20 extra hit points. For the players, it gives them the feeling that they can roll up a character with a backstory and goals, and he won't die the first time he falls in a 10' pit or is hit on the head with a frying pan. For the DM, zero-level NPC's are actually worth using. Area of effect spells won't wipe them out in an instant. (Charm and Sleep suddenly are more desireable than magic missile even at higher level). Wizards go from damage monkeys, to mind-controllers. Fighters will find that their multiple attacks against level 0 enemies is still very useful, not as spectacular, but more likely to be actually used. The second suggestion: think up some cool combat powers or options for the fighters. In the new age they'll get restless just swinging every single round. Adapt 1-3 feat trees from 3e or steal a special ability or two from some other game. Maybe at 4th or 8th level, throw the fighters a cool toy ability to play with. It doesn't have to be a huge deal, but they'll feel cool. For example, let fighters chose Cleave, Power Attack or Ride-by Attack like powers at 4th level. You don't need or want a full feat-system, but a few powers here and there to given the fighters their own juice goes a long way with new-school players. [/QUOTE]
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