Oh(DND) my god, what am I doing?

Anabstercorian

First Post
I'm thinking of starting up an OD&D game, using the Rules Cyclopedia and the large quantity of modules available on the cheap over the internet. Is this a terrible idea? Do you have any advice on how I should approach this whimsy?
 

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Not a terrible idea at all. If you and your group think it sounds like fun, go for it! As for getting started, pick up the books and modules you need and get started!
 

Sounds like a great idea. I suggest figuring out what mods the group wants to go for and then create character for those mods.
 

The Rules Cyclopedia was my favourite edition of (A)D&D prior to the advent of 3E. Give it a try -- I think you'll have fun.

I've been meaning to run B1-9 that way, some time, myself :)
 

Go on Ebay and pick up GAZ3: Principalities of Galantri if you can find it or get the PDF if its available on RPGnow.

This is an outstanding setting book and in my opinion, was the best oD&D supplimient.
 


Thanks, this has been really helpful. :)

It's not likely to come up, but I was wondering if any of you have any experience with the Dominion management system in the RC, and what your opnion of it is. (I've heard some very aggressive criticism of it.)
 

I've beat you to the punch.. in December I started exactly what you suggest doing, I'm running an OD&D campaign as we speak, after picking up the Cyclopedia, the entire gazeteer series, and the Dawn of the Emperors, Hollow World, Wrath of the Immortals and Princess Ark boxed sets all in one lucky find.

You will discover that the system holds up remarkably well, and was (IMO) a far better RPG that AD&D (1st or 2nd) ever were. The Cyclopedia rules are in many way ahead of their time, their style being in some ways more like what systems are today than what they were back in the 80s.

A couple of bits of advice: read over the gazeteers (if you can get them) before you start the campaign.
Play the campaign PRECISELY to the rules specifications, ie. "old school", and make the whole thing a nostalgia romp. This will lead to some very silly moments, which will be good wholesome fun, but also don't be afraid to inject serious plotlines in there (the Gazeteers and boxed sets have lots of potential for serious gaming).
Make some real distinctions between the different "styles" of the game at different levels, based on what the old boxed sets were: levels 1-3 are for dungeon crawls, 4-14 for travel and experiencing the world of Mystara, lv. 15-25 are for governing dominions and playing out major events in the setting (to me this is a good time to kick into wrath of the immortals), and lv 26-36 is for running/influencing things on the national scale and preparing for the quest for immortality.

In my case the players are now averaging lv. 8-9, and are determined to play the game through to level 36 and beyond (immortality). Many have stated its their favourite campaign.

Nisarg
 

I really love the RC. :) It is probably my favourite incarnation of D&D, period. If you use the optional rules, you will be amazed at how many '3e' elements are in the RC (skills, 'prestige classes', proto-feats in the form of weapon mastery rules, etc), but without the complexity of 3e.

I would strongly recommend checking out the 'customized character classes' rules in OD&Dities (issue 7, IIRC). See the link provided by Krieg above. It adds a lot to the game IMO. Indeed, with those rules in place, plus the optional rules in the RC, I would choose that system over any other.

Have fun! And be sure to play X4-5. :cool:
 

Wow, the customized character rules look really great.

Hrm. Now if I can only figure out a good way to convert the half-orc psychic warrior over to Od&D... Any advice?
 

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