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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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<blockquote data-quote="Iosue" data-source="post: 6088222" data-attributes="member: 6680772"><p>I agree. Rereading them after many long years, I can appreciate the faction of the OSR that is about going back to the old games, playing them BTB, and enjoying the play experience that provides. I definitely appreciate that B/X is built on a highly customizable chassis. But it also has a "default" dungeon exploration setting that I find quite fascinating and intriguing.</p><p></p><p>When we played back in the '80s, dungeons were essentially paths through which to travel to heroic adventure, and our models were cinematic. The "scene" was always well-lit, the challenges at times difficult, but so much that our guys died senselessly, like Fredrik there. But I see in the game now a kind of suspense element, almost approaching horror. The dungeons are dark, so light is essential. They're labyrinthine, so you need the map. You've got to keep track of how much light you have, how much treasure you can carry. You've got to scout ahead so you don't bite off more than you can chew. It's nerve-wracking from the time you enter the dungeon until you can get out again. That's the kind of game I want to play right now.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6088222, member: 6680772"] I agree. Rereading them after many long years, I can appreciate the faction of the OSR that is about going back to the old games, playing them BTB, and enjoying the play experience that provides. I definitely appreciate that B/X is built on a highly customizable chassis. But it also has a "default" dungeon exploration setting that I find quite fascinating and intriguing. When we played back in the '80s, dungeons were essentially paths through which to travel to heroic adventure, and our models were cinematic. The "scene" was always well-lit, the challenges at times difficult, but so much that our guys died senselessly, like Fredrik there. But I see in the game now a kind of suspense element, almost approaching horror. The dungeons are dark, so light is essential. They're labyrinthine, so you need the map. You've got to keep track of how much light you have, how much treasure you can carry. You've got to scout ahead so you don't bite off more than you can chew. It's nerve-wracking from the time you enter the dungeon until you can get out again. That's the kind of game I want to play right now. [/QUOTE]
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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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