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I just played my first Rules Cyclopedia based game
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4530553" data-attributes="member: 20854"><p>B1 gives you a two-level dungeon with complete room descriptions and history. Monsters and treasure are not placed, although the module does provide a list of appropriate sample encounters and appropriate treasures for you to place, yourself. It also provides wandering monster tables, rumors/legends, and a selection of pre-made hechmen/hireling/potential PCs. There's also advice for players, advice for the DM, et cetera. </p><p></p><p>One of the strong points of B1 is the map. It's a very old school map. It's also well-designed, in the sense that there are many paths for PCs to choose from, and it's possible to explore the dungeon and *really discover* things through good play, which will provide a sense of actual accomplishment to the players. Nevertheless, there's a lot of value in B1 apart from the map; the individual module is definitely worth getting.</p><p></p><p>Very little (if any) conversion is required. Personally, I like the 1e monster books much better than the 2e monster books. The 2e books provide a lot of detail and ecology and such; all that detail tends to encourage "this is how a goblin should be" attitudes, which also tend to shape player expectations. I prefer rulebooks that leave those things undefined and up to the DM. That said, the 2e monsters are also largely compatible with Classic D&D. The main considerations are that giants and dragons were beefed up. You'd be better off using Classic or 1e stats for those creatures, in most cases.</p><p></p><p>Don't overlook <a href="http://stores.lulu.com/firsteditionsociety" target="_blank">Monsters of Myth</a>, which is full of great (and uncommon) monsters and ideas.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4530553, member: 20854"] B1 gives you a two-level dungeon with complete room descriptions and history. Monsters and treasure are not placed, although the module does provide a list of appropriate sample encounters and appropriate treasures for you to place, yourself. It also provides wandering monster tables, rumors/legends, and a selection of pre-made hechmen/hireling/potential PCs. There's also advice for players, advice for the DM, et cetera. One of the strong points of B1 is the map. It's a very old school map. It's also well-designed, in the sense that there are many paths for PCs to choose from, and it's possible to explore the dungeon and *really discover* things through good play, which will provide a sense of actual accomplishment to the players. Nevertheless, there's a lot of value in B1 apart from the map; the individual module is definitely worth getting. Very little (if any) conversion is required. Personally, I like the 1e monster books much better than the 2e monster books. The 2e books provide a lot of detail and ecology and such; all that detail tends to encourage "this is how a goblin should be" attitudes, which also tend to shape player expectations. I prefer rulebooks that leave those things undefined and up to the DM. That said, the 2e monsters are also largely compatible with Classic D&D. The main considerations are that giants and dragons were beefed up. You'd be better off using Classic or 1e stats for those creatures, in most cases. Don't overlook [url=http://stores.lulu.com/firsteditionsociety]Monsters of Myth[/url], which is full of great (and uncommon) monsters and ideas. [/QUOTE]
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I just played my first Rules Cyclopedia based game
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