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If you can find a group that plays a pre-3.0 version of D&D or Retroclone would you:
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<blockquote data-quote="ggroy" data-source="post: 4826157" data-attributes="member: 83805"><p>A one-night game or a long weekend marathon using a retroclone or pre-3.0 version of D&D/AD&D would be fine. For games of this sort, the simplicity of the rules in the old basic D&D box sets moved things along at a fast pace. Less so using the 1E or 2E AD&D rules.</p><p></p><p>For longer term games (ie. more than a few weeks), it would be highly dependent on the DM and maybe the other players. Of the 1E AD&D games I've started to play in over the last decade, many of them I ended up quitting after a few months for all kinds of reasons. The main reasons for me quitting was typically stuff like:</p><p></p><p>- the DM was really boring</p><p>- the game was dragging on at a snail's pace</p><p>- everybody thought the DM sucked</p><p>- the adventure was rudderless with no clear goals</p><p>- the DM made the adventure really frustrating</p><p>- no sense of accomplishment in the game</p><p>- poorly designed adventures</p><p>- the other players were constantly arguing with the DM, where more time was spent arguing than actually playing</p><p>- ill-defined house rules which the DM would not elaborate on, and/or were applied completely arbitrarily in an uneven manner</p></blockquote><p></p>
[QUOTE="ggroy, post: 4826157, member: 83805"] A one-night game or a long weekend marathon using a retroclone or pre-3.0 version of D&D/AD&D would be fine. For games of this sort, the simplicity of the rules in the old basic D&D box sets moved things along at a fast pace. Less so using the 1E or 2E AD&D rules. For longer term games (ie. more than a few weeks), it would be highly dependent on the DM and maybe the other players. Of the 1E AD&D games I've started to play in over the last decade, many of them I ended up quitting after a few months for all kinds of reasons. The main reasons for me quitting was typically stuff like: - the DM was really boring - the game was dragging on at a snail's pace - everybody thought the DM sucked - the adventure was rudderless with no clear goals - the DM made the adventure really frustrating - no sense of accomplishment in the game - poorly designed adventures - the other players were constantly arguing with the DM, where more time was spent arguing than actually playing - ill-defined house rules which the DM would not elaborate on, and/or were applied completely arbitrarily in an uneven manner [/QUOTE]
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