Running a session of Basic D&D -- my game group's experience

That's why I'm not going to run B2. I love B2 -- it's in my top three classic D&D adventures of all time -- and I'd love to run it. But with only one game session for sure, it's a slow starter. If I were going to run a full campaign of BD&D, I'd start with B2.

B3 is a badly designed adventure module. I don't like it.

The B1-9 compilation, I just don't own. (I own B1, B2, B3, B4, and B9 individually.)

...ooh, ooh! I know the answer to this one!

Run B4 instead. I agree with your position on B2 (...needs more than 1 session to do it justice) and B3 (poorly designed; needs work). But surely we both agree that B4 is the Awesome Sauce?

Do Tiers 1-4. You don't even need to do Tier 5 (or anything below that). End the session with the raid on Zenobia/Alexander's tomb. If you've got bonus time, then Tier 5 can be a "stretch goal".

There are more tricks and traps than B1, some interesting NPC groups to interact with (or kill; last time I ran it, my group wiped out the Lawful/Good Brotherhood of Gorm by accident...), better dungeon design, and more thematic (e.g. the undead infested tier, vermin crawling through ruined rooms, dessicated corpses...). It's much more fun as a classic Basic module.

B5 (Horror on the Hill) isn't too bad either. I like it less than B2 or B4, but it has some classic encounters. For a one-shot, arguably, there is nothing more iconic than the situation that awaits on Level 3 of the dungeon...

However, if you're committed to running B1, I'd consider allocating bonus XP for completing quests or smart ideas, rather than simply upping the treasure count. Maybe someone wants them to map the dungeon, and will pay them 1,000 GP / XP for a map of each level. Or maybe they're looking for the magical stone on level 2, or the room of pools...
 

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But whichever I do, would it be a “fair” example/test of classic Basic D&D if I increased the treasure in a published adventure? Hell, my Players may not care to play more than this one game session, regardless of the treasure/experience haul their PCs get. But then I’d hate for them to decide they don’t like the game because for all their work in the adventure, all they ended up with a rather pathetic/unexciting reward.

What do you think?

I say it would be. The old adventures weren't "adventures", they were "modules" meant for a DM to drop into a world and tweak as he pleased. It was generally expected that a DM would tinker with things and I understand that B1 was specifically set up with that purpose in mind, with lot of empty rooms for the DM to fill as he saw fit. You're probably an experienced enough DM to be able to deviate from the guidelines and flesh out the dungeon as you see fit, the guidelines were there to help new DMs learn how to set up a dungeon, right?
 

Were I to do a oneshot BECMI game, I'd have each player start off with around 3,000 XP or so. This is enough that there is a reason why a player would take a wizard over an elf as a character class, and to show one of the reasons why it isn't necessarily horrible to the thief (plus, you get the "true" BECMI party, in which everyone is at a different level... back when I played it for a while in the early 90s, it seemed to be a rule that the Cleric always had the most hit points!)

This is a really good idea. Makes for a way more balanced party and makes the characters a bit more survivable (which is a major plus for a demo game).
 

B5 (Horror on the Hill) isn't too bad either. I like it less than B2 or B4, but it has some classic encounters. For a one-shot, arguably, there is nothing more iconic than the situation that awaits on Level 3 of the dungeon...


B5 is a real meatgrinder though, not really suitable for 1st level PCs IMO. It's a good adventure for a strong 3rd level party.
 

BG, if you do start the group at 1st level, here are a few things I would do:

  1. Tell the Players they will have a chance to rest/recuperate halfway through the adventure - again, this is to allow those PCs of low XP classes to experience one of the main benefits of their class (if you don't, it's essentially denying the thieves and clerics one of their main benefits - namely, that they gain levels faster).
  2. Be generous with magic items - particularly magic weapons and armour. It may seem lame, and it probably is for long-term play, but magic items really draw the players into the game. Also remember that a lot of items will be overlooked - Detect Magic is not a freebie spell, after all.
  3. Cursed Items! use at least one or two, and place them early on. This encourages a lot of the trial and caution expected in basic games.
  4. When you place traps, don't expect the trap to actually disarm them - it's a death sentence, unless you modify the difficulty (recommended) or have the traps spray out sleep gas or arrows that deal 1d4 damage or something. Low level thieves in BECMI have to be the lamest character to play.... EVER.
  5. Personally, I'd ignore using a module and just put together your own dungeon - experience some of hte old school yourself, and see just how quickly it can be done!
 

Oh, yeah. A houserule I'd seriously consider using in BECMI (I think I used it when I ran it, back in the day...) is to randomly determine starting spells for magic-users and elves. Wizards roll three times on the table and choose two, while elves only roll once (and get only that spell). Fully expect the characters to share their spellbooks to widen their selection (I had a houserule against that, in the same approach that 2e used, with % to learn spell and enforcing time scribing spells).

I'd also make up a few men-at-arms, and mention to players that the hiring of retainers is definitely a possibility.
 

I've placed 21 monster encounters (all from the official module list). I've placed 20 treasures (based on the official module list).

I kept the first couple of encounter areas unguarded to maybe get the Players into the dungeon exploration mindset instead of the fortress invasion mindset. I've placed treasures in places to reward exploration -- the biggest or most interesting (magic) treasures in forgotten areas, hidden spots, or secret rooms.

I put the +1 ring of protection in the bottom of the "cat jar" to entice the Players to open that jar.

I put the +2 spear in a secret room that should be noticable if the group is mapping their exploration.

I put a valuable treasure at the end of the spiral corridor, guarded by a ghoul, to reward them for persaverance in following that otherwise boring path.

I put a note on a dead explorer's body that says, "Taste the stone," because the PCs need that clue/legend/rumor to know what to do with the magic stone on the second level.

I put a map of the top level of the dungeon in a treasure on the second level.

I'm really curious to see how my group of Players take to this adventure.

Bullgrit
 


Never came across an early Module that didn't need hacked up and patched. Better get used to giving PCs lucky bags before they set off or watch them die horribly. Only gets worse with that dumb pit in S1 Tomb of Horrors, and Vault of the Drow, and White Plume Mountain . . .

I always changed the stat blocks and the traps. Still killed everyone but not in the first twenty minutes.
 

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