Oldies but goodies: 1e/2e books you still use?

JoeGKushner said:


Free City of Haven? Thieves Guild wasn't it? Man, what ever happened to them? Anyone dig 'em up and force them to do a d20 version?

Yes it was Thieves' Guild. Maybe the very first set of supplements to let a player run a character on the seedy side of the street, and Haven was a city set up to exploit all those shades of grey. Really nicely written, although very limited on the presentation side of things. Some of the very best 1st edition stuff ever produced.

It would be extraordinarily cool if they ever put out some d20 stuff... I wonder of any of those guys still are around.


Judge's Guild... good and bad things about 'em but wish that they would make more d20 material.

The stuff I use from Judge's Guild is extremely basic. I've used some of their modules (I've taken a few adventures from the Books of Treasure Maps and used them) but much of their stuff is pretty poor. Lots of nostalgia value, though.
 

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1. Faiths and Avatars
2. Powers and Pantheons
3. Demi-human Deities

I use some of the MM Annuals, Planescape stuff and Options book for conversions but most of my many books collect dust... (rather sad - but I don't feel like selling them)

-Zarrock
 

OK; I'll try to narrow my list to 5:

* DM Design Kit
*World Builder's Guidebook
*Creative Campaigning
*College of Wizardry
*Bastion of Faith

The 1e DMG would be bubbling under the top 5, but the HackMaster GMG has now come along to relieve the tired old warrior, so I can put its tattered covers in a place of honor.
 

RE:Thieves Guild

Unfortunately Kerry Lloyd(IIRC thatw as his name) of GameLords was killed in a car accident in the mid 1980's.

Thieves Guild was the last FRPG I ran before quitting RPGS in 1984 (i just started playing again 5 years ago). It was great system. Unfortunately i sold all my stuff way back when, though i recently found myself a copy of the Revised TG boxed set (for a hefty price). Great system..still is IMO. And they ahd some really cool generic modules and The Fantasy Trip modules. I grew up not too far from GreenBelt, MD where GL was located. The shops in VA carried quite a bit of it, and all of it was highly underrated. I don't belive that the other partner (name escapes me) ever did anything else...just sorta faded away..

To answer the original question

1) The OD&D rules (3 Brown Books), Greyhawk Supplement, Blackmoor supplement, and Eldritch Wizardry

2) 1E DMG (seems to me this could quite possibly be any version of the games Best Friend)

3) all of the classic modules G1-3,D1-3,Q1, C1,C2,T1,Useries, A series,S1,2 &4 etc

4) Several of the basic D&D mods..B1,2,3,and 4 as well as X2 and X3.

5) Several Judges Guild items..Ready Ref sheets, Of Skulls and Scrapfaggot Green, GenConIX dungeon..

basically I'm trying to relive my childhood/early teens w/ the 3E rules ;)

JeffB :)
 

Since 3E came out, I've used very little of my old 1E/2E stuff, but then I haven't used a heck of a lot of new stuff outside the Dungeon and Dragon mags and a few of the supplements, either.

Stuff I've used for the currernt campaign (which started soon after 3E's announcement in July '99) are:

World Builder's Guidebook: Best 2E book, hands down.
The Complete Book of Villians: The DM CHBs were sooooo much better the the Players' (and that ain't saying much)
Core Rules 2.0: Not a book per say, but I really like using my PC to keep track of my campaign, and this was a great program.

What I've used since 3E came out:

Of Ships and the Sea: Good book for underwater and seaborne combat
Dungeon: I've converted a few older Dungeon mag adventures at the campaign's beginning, but I'm using a lot less published adventures now that things are in motion.
 

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