My Group had an Epiphany!

Darrell

First Post
Hi, all--

Just throwin' this out into the void:

I bought a WELL-used copy of the 1980 D&D Basic Rulebook at the FLGS for 2 bucks recently, just out of nostalgia.

Last Saturday night, one of my players called to say he couldn't make it, so we decided, on a whim, to play an 'old-school' session. Ten minutes later, I had created a dungeon-crawl, my players had created characters, and we were playing. No miniatures, no tiles, no four-plus page character sheets, no skills and feats, etc.; just one sheet of paper each (well, three for me) and some dice. A while later, the player who'd called came in (having been able to make it after all), and five minutes later, he had a character and was neck-deep in kobolds, along with the rest of them.

After two hours or so, when we stopped for a snack break, the youngest of my players (age 21, a recent gaming convert; she's never played anything but D&D 3.X and Microlite20) said, "You know, I really like this," and for some reason, everybody was quiet for a moment. It was an actual 'OMG' moment; we looked around, and everybody seemed to know what everyone else was thinking.

We never got back to the game. We started reminiscing about old campaigns, talking about what we liked and didn't like about various editions, and what each of us were looking for in a game. In the end, we decided to lay off the newer stuff for a bit.

I went to eBay, and bought a copy of the Expert Rulebook and the 'Keep on the Borderlands' module. They arrived in today's mail, and that's gonna be our game for the next little while. So now, after 30-ish years, I'm basically back where I started.

Just thought I'd throw it out there for perusal and/or comment.

Regards,
Darrell
 

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Complex and involved rules systems can have this effect on a group after a while. The whole nostalgia argument just doesn't hold water if you are indeed enjoying your game in the present. I've been wondering for quite some time now why some think 300 plus pages of rules are needed to kick open doors and beat up some monsters. Have fun with your game.:)

If you can get one, find a Rules Cyclopedia. Tons of great stuff there and it never really gets complicated.
 

Welcome (back) to the Old School!

Old School gaming is not about nostalgia. It's about the fact that the game is fun, it works and it still holds up.

I like the flexibility of the rules, the quickness of play and the simple, open-ended approach that it affords. I hope you have as much fun with it as I do!

I'm not sure if you're aware, but there are a lot of resources out there right now because Old School play is experiencing a bit of a renaissance. Here are a few links in case you don't know about them:

Original D&D Discussion - Home - for Original D&D (1974)

Dragonsfoot • Index page - for all D&D up through 2nd ed.; my link is to the forum but you will want to visit the main site as well, especially the downloads where you'll find lots of free adventures

Fight On! magazine - Home Page - a print magazine for 1974 OD&D... new and excellent!

Though 2 of the 3 links are for the original edition (that came in the little box), the beauty of the early stuff is that you can easily mix and match resources among the editions... they're all so closely related.
 

I decided a while back that, if 4e ends up not "doing it" for me or my group, I'm going to try to find a red box or run 1e. I really think there's something to be said for simplicity. The old 1e characters never seemed to lack for flavor and personality -- often having more than most 3e characters I've seen.
 

I still believe there has been nothing quite like the old Moldvay and Mentzer Basic D&D books for being able to just break them out and get a game started among people who have never gamed before. There's something simple, direct, and so far unreproducible about those little 64-page books, and I don't believe it's the nostalgia talking.

I do believe that if you scrutinize it hard enough, the mechanics between classes aren't balanced well enough for everyone to shine long-term, but it's irrelevant to its ability to present the seven or so classes, give the broad strokes of what they are, and just START PLAYING. The GM and players can spice it up themselves to taste, but just the strong core framework can get things going perfectly.

The D&D Cyclopedia is the one book I'd answer the "gaming on a desert island" question with -- it's got everything I'd need.
 

Complex and involved rules systems can have this effect on a group after a while. The whole nostalgia argument just doesn't hold water if you are indeed enjoying your game in the present. I've been wondering for quite some time now why some think 300 plus pages of rules are needed to kick open doors and beat up some monsters. Have fun with your game.:)

If you can get one, find a Rules Cyclopedia. Tons of great stuff there and it never really gets complicated.

This just Kills me!:lol: (as in laughing to death;)) If you're having fun, whatever the system, then you're having fun. You're absolutely right that enjoyment is the key. I just find it ironic that saying a simpler ruleset can enhance enjoyment, and then in the next sentence say that adding some more rules might help:confused:. Aahhh, sweet Irony.;)
 

Old School gaming is not about nostalgia.

Sometimes it is -- and there is nothing wrong with that. There are parts of my brain that can only be tickled by reading the AD&D DMG and old modules like B1. I think folks who are contemplating a trip to Old School might want to really examine what it is they hope to get out of the experience, and communicate that with their group and/or DM. I, myself, might find it more fun to play "old adventures with old rules" than "new adventures with old rules" for example.
 

Sounds cool.

If you're having fun and getting back into classic D&D, you might also check out the advice and comments at Robert Fisher's Classic D&D page. There's also my web site talking about OD&D, which might by of interest (although I focus on the earlier "white box" rules, there's a lot that's compatible and applicable).

My advice is to approach the older editions as their own thing; like a different, but obviously related, game. There's no reason you can't have fun with both newer systems and older D&D, playing whichever suits your group's fancy.
 

I do believe that if you scrutinize it hard enough, the mechanics between classes aren't balanced well enough for everyone to shine long-term
Does anyone have any suggestions for someone who (like me) is really bothered by this? Does anyone know if someone has done a rewrite of the classes to balance them across 20/36 levels?

I keep picking up "new" Old School stuff like C&C and Labyrinth Lord in the hope that someone does this, but the old problems keep getting ported over along with the good stuff.

Thanks
 

This just Kills me!:lol: (as in laughing to death;)) If you're having fun, whatever the system, then you're having fun. You're absolutely right that enjoyment is the key.

Ok, we agree.

I just find it ironic that saying a simpler ruleset can enhance enjoyment, and then in the next sentence say that adding some more rules might help:confused:. Aahhh, sweet Irony.;)

Depending on the group and thier needs and goals, a simpler ruleset can enhance enjoyment. There is never a guarantee that any ruleset will enhance enjoyment of the game. Can is not equal to does.

I mentioned the Rules Cyclopedia simply because it is the holy grail of gaming books. ;)
 

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