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General Tabletop Discussion
*TTRPGs General
Running D&D in a boardgame style
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<blockquote data-quote="pr1" data-source="post: 4319990" data-attributes="member: 69240"><p>Some of these posts (adopting Descent or Hero Quest; getting rid of the DM) seem like re-inventing the wheel. For context, you should try to find the downloads of the original white box set of DND (the 1974 rules) and the original Chainmail. The game was built out of wargaming, and originally the method for playing was the deep dungeon crawl near a town. Characters could only use the armor and weapons their miniatures were cast with.</p><p></p><p>Gary Gygax's original campaign was just the dungeon under Castle Greyhawk, where the levels got kind of zany and were admittedly designed by a "mad wizard" anagram of his name (Xagyg, or Zagyg). Arneson's original campaign was the same thing around Castle Blackmoor. Don't let published re-prints of these games fool you -- they were just deep dungeon crawls.</p><p></p><p>I personally think anything Arneson's ever written about D&D sound a lot more like what you're talking about than Gygax. He kind of got marginalized early from publication of the game, probably because there aren't a lot of lucrative possibilities in the deep, kind of random dungeon-type game for everyone, and it really only appeals to part of the potential fan base. But I went through a whole year where I read up on everything I could about stuff like that, and did some "deep dungeon" work.</p><p></p><p>I think if you just did a megadungeon, where the players went deeper and deeper and found more and more treasure, you would have D&D as a boardgame, or a wargame where the players had one piece. Town can just be an abstraction where you buy equipment and train.</p></blockquote><p></p>
[QUOTE="pr1, post: 4319990, member: 69240"] Some of these posts (adopting Descent or Hero Quest; getting rid of the DM) seem like re-inventing the wheel. For context, you should try to find the downloads of the original white box set of DND (the 1974 rules) and the original Chainmail. The game was built out of wargaming, and originally the method for playing was the deep dungeon crawl near a town. Characters could only use the armor and weapons their miniatures were cast with. Gary Gygax's original campaign was just the dungeon under Castle Greyhawk, where the levels got kind of zany and were admittedly designed by a "mad wizard" anagram of his name (Xagyg, or Zagyg). Arneson's original campaign was the same thing around Castle Blackmoor. Don't let published re-prints of these games fool you -- they were just deep dungeon crawls. I personally think anything Arneson's ever written about D&D sound a lot more like what you're talking about than Gygax. He kind of got marginalized early from publication of the game, probably because there aren't a lot of lucrative possibilities in the deep, kind of random dungeon-type game for everyone, and it really only appeals to part of the potential fan base. But I went through a whole year where I read up on everything I could about stuff like that, and did some "deep dungeon" work. I think if you just did a megadungeon, where the players went deeper and deeper and found more and more treasure, you would have D&D as a boardgame, or a wargame where the players had one piece. Town can just be an abstraction where you buy equipment and train. [/QUOTE]
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