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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Old school wizards, how do you play level 1?
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<blockquote data-quote="Mannahnin" data-source="post: 9113746" data-attributes="member: 7026594"><p>Eh. I think there's some retrospective revisionism at work, but maybe not as much as you do.</p><p></p><p>Keep on the Borderlands was massively popular because it shipped in multiple editions of Basic sets. And the main reason it did so was so that Gary could get the sweet (and massive, after the James Dallas Egbert III incident kicked off the D&D fad) royalty money which Mike Carr had been raking in for B1 In Search of the Unknown. B1 is much more of an "explore this weird place and <em>occasionally </em>run into monsters" affair than B2's packed set of monster lairs. The layout also supports fleeing from, evading, and circumnavigating enemies, which the compact lairs of B2 generally don't/</p><p></p><p>Most modules showed smaller adventure sites and often ones packed tighter with encounters than the normal dungeon stocking rules would assume, in part because many of them were originally designed for tournament sessions with relatively tight 4hr time limits. B1 was a bit of an exception, being designed by Carr to more closely replicate the kind of dungeons OD&D and the Basic sets expected DMs to construct for themselves.</p><p></p><p>I certainly think a lot of groups (especially younger players who didn't come in until the 80s and used modules like B2 for models) did have a lot of combat, but I really don't think those editions are designed for it to take up the majority of the session. Very much to the contrary, I think combat is supposed to be important but only take up a fraction of the play time. In part because when you do have combat, those fights are short, especially at low levels.</p><p></p><p>[URL unfurl="true"]https://www.polygon.com/2021/10/12/22722602/dungeons-dragons-game-wizards-book-excerpt-jon-peterson-arneson-lawsuit[/URL]</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9113746, member: 7026594"] Eh. I think there's some retrospective revisionism at work, but maybe not as much as you do. Keep on the Borderlands was massively popular because it shipped in multiple editions of Basic sets. And the main reason it did so was so that Gary could get the sweet (and massive, after the James Dallas Egbert III incident kicked off the D&D fad) royalty money which Mike Carr had been raking in for B1 In Search of the Unknown. B1 is much more of an "explore this weird place and [I]occasionally [/I]run into monsters" affair than B2's packed set of monster lairs. The layout also supports fleeing from, evading, and circumnavigating enemies, which the compact lairs of B2 generally don't/ Most modules showed smaller adventure sites and often ones packed tighter with encounters than the normal dungeon stocking rules would assume, in part because many of them were originally designed for tournament sessions with relatively tight 4hr time limits. B1 was a bit of an exception, being designed by Carr to more closely replicate the kind of dungeons OD&D and the Basic sets expected DMs to construct for themselves. I certainly think a lot of groups (especially younger players who didn't come in until the 80s and used modules like B2 for models) did have a lot of combat, but I really don't think those editions are designed for it to take up the majority of the session. Very much to the contrary, I think combat is supposed to be important but only take up a fraction of the play time. In part because when you do have combat, those fights are short, especially at low levels. [URL unfurl="true"]https://www.polygon.com/2021/10/12/22722602/dungeons-dragons-game-wizards-book-excerpt-jon-peterson-arneson-lawsuit[/URL] [/QUOTE]
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