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<blockquote data-quote="DMZ2112" data-source="post: 7635670" data-attributes="member: 78752"><p>I started a BECMI game for my D&D5 group at the beginning of 2018, with the intention of running the Basic canon as a palate cleanser. I started with the Great Escape scenario from <em>Castle Caldwell and Beyond</em> as a funnel, with everyone running three unequipped 1st-level characters generated in the traditional way (3d6 in order). I ran as by-the-book as I could, although the stilted wargame initiative system was a very early casualty. No one ended up with the character they wanted. We got through two incredibly tense and lethal adventures before the resounding response from the group was, "This was fun; <em>we can stop now</em>." No one made 2nd level.</p><p></p><p>The relevant takeaway, though, is that everyone in the group recalls those months fondly, and still frequently express gratitude for what the campaign taught them about roleplaying and how it has impacted their D&D5 play since. It was a worthwhile experience, and I recommend it to any group that wasn't playing in the '80s. You don't have to do it for long for it to teach you valuable lessons that have become less pronounced in contemporary D&D.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 7635670, member: 78752"] I started a BECMI game for my D&D5 group at the beginning of 2018, with the intention of running the Basic canon as a palate cleanser. I started with the Great Escape scenario from [I]Castle Caldwell and Beyond[/I] as a funnel, with everyone running three unequipped 1st-level characters generated in the traditional way (3d6 in order). I ran as by-the-book as I could, although the stilted wargame initiative system was a very early casualty. No one ended up with the character they wanted. We got through two incredibly tense and lethal adventures before the resounding response from the group was, "This was fun; [I]we can stop now[/I]." No one made 2nd level. The relevant takeaway, though, is that everyone in the group recalls those months fondly, and still frequently express gratitude for what the campaign taught them about roleplaying and how it has impacted their D&D5 play since. It was a worthwhile experience, and I recommend it to any group that wasn't playing in the '80s. You don't have to do it for long for it to teach you valuable lessons that have become less pronounced in contemporary D&D. [/QUOTE]
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