Cam Banks said:
Have you ever read Team From Hommlet? It was a guy from my online circle of friends circa 1995 running his group through ToEE using only 1st edition core rules. Hilarious. Systematic deconstruction of the Temple and everything within it. They even ripped off the doors and took them back to Nulb to sell. Anyway...
I think it's an unabashed classic. It's also British. The guys responsible went on to do wonderful, crazy things for Warhammer Fantasy Roleplay. If I can inject even a little of that British awesome into my 4e campaign, it'll be worth it.
It's also my opinion that 4e owes a lot to Basic/Expert/Companion, but I can't really pin down why. It's why I think those older OD&D adventures will be a piece of cake to convert over.
I'll have to google Team from Hommlett and check it out.
I think the British D&D adventures are almost all forgotten classics. They had an inventive bent, combined with good stories, that you don't often see in American designs. I'm not sure why that is. Maybe it was just the talent they gathered, but their work was consistently a cut above.
Stuff like Drums on Fire Mountain or Blade of Vengeance are forgotten classics, IMO.
I hope that the BXCM feel comes through in two ways:
1. The game has a tone that encourages creativity. A lot of the feedback we received on the DMG touched on this, that the game seems to unfetter DMs and say, "You are in control of this game, not the rules." It's something that's hard to put your finger on, but the tone, attitude, and approach of the DMG really supports this.
2. Most groups quickly reach a point with the game where they rarely, if ever, consult the rulebook to play. I really, really hope that the structure of defenses, the baseline DCs and damage we've established, and the logical connections between stuff makes it really easy for groups to run the game without books. If you write down the full text of your spells/prayers/exploits, you have almost everything you need right on your character sheet.