Philotomy Jurament
First Post
I had heard all about D&D at school, and asked my father about it. Turns out he'd heard about it, too, so he bought the Holmes basic set and read through it one evening. I remember waiting (in agony) while he created a small dungeon (The Dungeon of Kraylor) -- seemed to take him hours. Then I rolled up three characters (an elf, a dwarf, and a fighter) and had at it.
My first encounter was a single hobgoblin guarding a wooden box. I killed the hobgoblin and found a bunch of copper inside. I remember thinking that was pretty cool, but wondering where the gold was.
Later, my PCs triggered a pit/slid trap and fell into a room dominated by the web of a giant spider. The elf got stuck in the web, was bitten and died. The other two managed to kill the spider, though.
Anyway, I was completely hooked. Having my father learn the game with me went a long way towards guiding me along the rules. Even so, when I started playing with my peers we didn't worry too much about balance or consistency. In the early days, it was common to have PCs created under different version of the rules, and it didn't matter a bit. You'd have some guys come to the table with "Fighting Men" from the original three booklets, some guys with Holmes Basic PCs, some guys with Moldvay/Cook PCs, and maybe the DM was running with game with a combination of Holmes and AD&D (we treated the AD&D books as supplements to our Holmes game, at first).
Having recently gone back to playing classic D&D, again, I've found that a lot of the rules that we later considered "stupid" or "makes no sense" were actually more sound than I thought. I've mentioned this in other threads, but I think applying the 3E concept of "rules mastery" to classic D&D, and understanding the "behind the curtain" thinking for those editions makes the game a lot more enjoyable. Robert Fisher talks about some of this on his web site about classic D&D.
My first encounter was a single hobgoblin guarding a wooden box. I killed the hobgoblin and found a bunch of copper inside. I remember thinking that was pretty cool, but wondering where the gold was.
Later, my PCs triggered a pit/slid trap and fell into a room dominated by the web of a giant spider. The elf got stuck in the web, was bitten and died. The other two managed to kill the spider, though.
Anyway, I was completely hooked. Having my father learn the game with me went a long way towards guiding me along the rules. Even so, when I started playing with my peers we didn't worry too much about balance or consistency. In the early days, it was common to have PCs created under different version of the rules, and it didn't matter a bit. You'd have some guys come to the table with "Fighting Men" from the original three booklets, some guys with Holmes Basic PCs, some guys with Moldvay/Cook PCs, and maybe the DM was running with game with a combination of Holmes and AD&D (we treated the AD&D books as supplements to our Holmes game, at first).
Having recently gone back to playing classic D&D, again, I've found that a lot of the rules that we later considered "stupid" or "makes no sense" were actually more sound than I thought. I've mentioned this in other threads, but I think applying the 3E concept of "rules mastery" to classic D&D, and understanding the "behind the curtain" thinking for those editions makes the game a lot more enjoyable. Robert Fisher talks about some of this on his web site about classic D&D.