Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
One-Shot: What to Run?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ariosto" data-source="post: 5405752" data-attributes="member: 80487"><p>Without * what *, for instance? One complicated mechanism wouldn't be a "heap", but it might be a clue as to how in the world you figure.</p><p></p><p>I don't have C&C handy, but I can tell you from memory that the reason the text -- the Players Handbook alone, I think -- is so much longer than the original three Little Brown Books is not because the game is simpler! Actually, I think it manages to cover significantly *less* with so much wordage because the "basics" are so relatively baroque.</p><p></p><p>Are you actually acquainted with Swords & Wizardry?</p><p></p><p>At any rate, the mechanisms -- "complicated" or not -- are largely not the concern of the players. The one bit someone may really need to know is what spells do in general terms, and how many he can cast. For fighters (and thieves, if you've got 'em) that number is zero.</p><p></p><p>That, above all, makes the classic easier to start playing immediately. Just answer the question, "What will you do now?", in plain English (or whatever language the participants speak).</p><p></p><p></p><p>Meaning what? No monsters or magic?</p><p></p><p>For crying out loud, RISUS consists mainly of several pages of ways to make dice-rolling more complicated. It's essentially nothing but combat rules -- and those are longer than the basic combat rules in OD&D.</p><p></p><p>Seriously. The OD&D combat system (including saves and turning) *and* the spell lists fit (in the original booklets' not-tiny type) on both sides of one letter-sized sheet -- with more than a quarter page left over!</p><p></p><p>Most of that space is taken up with tables that give you basically whole universes of possible numbers, such as rolls to hit, so there's **no need to perform calculations** except in special cases. Only a fraction of the set is likely to be used at any one time -- for instance, 1st-3rd level fighters but not 13th-15th level. It's like 4e's DMG Page 42 plus Page Whatever (for monsters), except that (a) it's simpler and (b) you don't need another 30+ pp. of rules just for fighting. </p><p></p><p>Toss a d20, and if the roll is high enough then toss a d6 for damage -- easy peasy.</p><p></p><p>From what I have seen (which is quite a lot), this is pretty par for the course for the supposedly "simpler than D&D" games. For another instance, I dig Greg Stafford's Prince Valiant -- but it has whole layers of added complexity.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5405752, member: 80487"] Without * what *, for instance? One complicated mechanism wouldn't be a "heap", but it might be a clue as to how in the world you figure. I don't have C&C handy, but I can tell you from memory that the reason the text -- the Players Handbook alone, I think -- is so much longer than the original three Little Brown Books is not because the game is simpler! Actually, I think it manages to cover significantly *less* with so much wordage because the "basics" are so relatively baroque. Are you actually acquainted with Swords & Wizardry? At any rate, the mechanisms -- "complicated" or not -- are largely not the concern of the players. The one bit someone may really need to know is what spells do in general terms, and how many he can cast. For fighters (and thieves, if you've got 'em) that number is zero. That, above all, makes the classic easier to start playing immediately. Just answer the question, "What will you do now?", in plain English (or whatever language the participants speak). Meaning what? No monsters or magic? For crying out loud, RISUS consists mainly of several pages of ways to make dice-rolling more complicated. It's essentially nothing but combat rules -- and those are longer than the basic combat rules in OD&D. Seriously. The OD&D combat system (including saves and turning) *and* the spell lists fit (in the original booklets' not-tiny type) on both sides of one letter-sized sheet -- with more than a quarter page left over! Most of that space is taken up with tables that give you basically whole universes of possible numbers, such as rolls to hit, so there's **no need to perform calculations** except in special cases. Only a fraction of the set is likely to be used at any one time -- for instance, 1st-3rd level fighters but not 13th-15th level. It's like 4e's DMG Page 42 plus Page Whatever (for monsters), except that (a) it's simpler and (b) you don't need another 30+ pp. of rules just for fighting. Toss a d20, and if the roll is high enough then toss a d6 for damage -- easy peasy. From what I have seen (which is quite a lot), this is pretty par for the course for the supposedly "simpler than D&D" games. For another instance, I dig Greg Stafford's Prince Valiant -- but it has whole layers of added complexity. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
One-Shot: What to Run?
Top