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'Old School' Experiences with D&D 3.5
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<blockquote data-quote="Mythmere1" data-source="post: 2437494" data-attributes="member: 26563"><p>I agree, old-school is a bit hard to define when you actually start looking at its components.</p><p>1) lots of it has to do with the nature of discussion between player and GM. Old D&D and Castles & Crusades (haven't played HM) use GM judgement where 3E has rules. Either know the rules very well, or have your players understand that you're going to make your rulings from memory and that the books aren't going to trump that ruling. This can help you keep from getting bogged down in rules.</p><p></p><p>2) Rules complexity - a lot more calculations go into 3E game events than in older D&D. Make sure that player character sheets are as simplified as possible, and make sure you have cards or something with player spot and search skills. Anything you can do to pre-prepare so that things move fast around the table when gaming starts.</p><p></p><p>3) Party's power level - old D&D usually had the party as "little guys" even when they were fairly high level. This is solely a matter of how you portray your campaign.</p><p></p><p>4) Party purpose - old school parties were generally adventurers getting loot and reputation, and not so focused on following a story line. Even when working for the cause of greater good, there was considerable latitude for getting rich and pursuing a variety of different adventures.</p><p></p><p>5) less variation of options for party races, less variation in the "main races" of the world. Put the weirder races and things in dungeons, not in the world.</p><p></p><p>6) use a feudal structure - Greyhawk is a good example. Even use Greyhawk as the setting, possibly.</p><p></p><p>Overall, I think Castles & Crusades is simply a better vehicle for getting that sense of wonder feel, but having PLAYED Castles & Crusades, I think I could now play a better old school game of 3.5. Hope the comments help.</p></blockquote><p></p>
[QUOTE="Mythmere1, post: 2437494, member: 26563"] I agree, old-school is a bit hard to define when you actually start looking at its components. 1) lots of it has to do with the nature of discussion between player and GM. Old D&D and Castles & Crusades (haven't played HM) use GM judgement where 3E has rules. Either know the rules very well, or have your players understand that you're going to make your rulings from memory and that the books aren't going to trump that ruling. This can help you keep from getting bogged down in rules. 2) Rules complexity - a lot more calculations go into 3E game events than in older D&D. Make sure that player character sheets are as simplified as possible, and make sure you have cards or something with player spot and search skills. Anything you can do to pre-prepare so that things move fast around the table when gaming starts. 3) Party's power level - old D&D usually had the party as "little guys" even when they were fairly high level. This is solely a matter of how you portray your campaign. 4) Party purpose - old school parties were generally adventurers getting loot and reputation, and not so focused on following a story line. Even when working for the cause of greater good, there was considerable latitude for getting rich and pursuing a variety of different adventures. 5) less variation of options for party races, less variation in the "main races" of the world. Put the weirder races and things in dungeons, not in the world. 6) use a feudal structure - Greyhawk is a good example. Even use Greyhawk as the setting, possibly. Overall, I think Castles & Crusades is simply a better vehicle for getting that sense of wonder feel, but having PLAYED Castles & Crusades, I think I could now play a better old school game of 3.5. Hope the comments help. [/QUOTE]
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