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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Seeking advice for my first 1e campaign
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<blockquote data-quote="Arrowhawk" data-source="post: 5660217" data-attributes="member: 6679551"><p> <ul> <li data-xf-list-type="ul"></li> </ul><p>There are people here with a lot more experience playing 1e D&D than I have. However I recently started a group and we wanted to decide between playing 1e and 3.5e. </p><p> </p><p>The biggest thing I realized when I opened the 1e books and started reaccquanting myself with 1e is the lack of rules to handle the most mundane things. An attractive female character wants to convince the bartender to lend her some money? How do you decide her chances of success?</p><p> </p><p>Several people have already mentioned this problem in their posts, but it is probably one of the more challenging aspects of being a 1e DM <em>given people are familiar with the more robust skills/feats type of games</em>.</p><p> </p><p>Back when 1e came out, people knew there was no specific way to handle "skill checks" because 1e didn't really have a skills system. So as someone mentioned, you have to come up with mechanics to handle all the things that a Skills/DC Check system handles very well...on the spot. And where this is a challenge is when players start questioning the believability of your decisions or thinks their chance of success should be much higher. I think this is the most daunting part of 1e for someone used to more robust rules.</p><p> </p><p>I would argue symantics with Celebrim about the amount of rules that are in 1e. I would not call them "rules" per se, but rather information. The DMG has lots of information on all kinds of topics, but as he suggests, it's not presented in a very intuitive format nor did the authors approach the topics with an eye towards canvasing all possible scenerios. You're given some information...and then left to your own means to deal with all the situations which are not mentioned.</p><p> </p><p>My main advice is to conduct the game in a way that the players don't focus on the mechanics of how things are done. Progress through the story of the game is a lot less dependent on the characters succeeding on rolls when compared to 3.5. For me...DMing worked better in 1e with more of Myst type of feel, where players have to figure things out rather than get high dice rolls.</p><p> </p><p>just my .02</p></blockquote><p></p>
[QUOTE="Arrowhawk, post: 5660217, member: 6679551"] [LIST] [/LIST]There are people here with a lot more experience playing 1e D&D than I have. However I recently started a group and we wanted to decide between playing 1e and 3.5e. The biggest thing I realized when I opened the 1e books and started reaccquanting myself with 1e is the lack of rules to handle the most mundane things. An attractive female character wants to convince the bartender to lend her some money? How do you decide her chances of success? Several people have already mentioned this problem in their posts, but it is probably one of the more challenging aspects of being a 1e DM [I]given people are familiar with the more robust skills/feats type of games[/I]. Back when 1e came out, people knew there was no specific way to handle "skill checks" because 1e didn't really have a skills system. So as someone mentioned, you have to come up with mechanics to handle all the things that a Skills/DC Check system handles very well...on the spot. And where this is a challenge is when players start questioning the believability of your decisions or thinks their chance of success should be much higher. I think this is the most daunting part of 1e for someone used to more robust rules. I would argue symantics with Celebrim about the amount of rules that are in 1e. I would not call them "rules" per se, but rather information. The DMG has lots of information on all kinds of topics, but as he suggests, it's not presented in a very intuitive format nor did the authors approach the topics with an eye towards canvasing all possible scenerios. You're given some information...and then left to your own means to deal with all the situations which are not mentioned. My main advice is to conduct the game in a way that the players don't focus on the mechanics of how things are done. Progress through the story of the game is a lot less dependent on the characters succeeding on rolls when compared to 3.5. For me...DMing worked better in 1e with more of Myst type of feel, where players have to figure things out rather than get high dice rolls. just my .02 [/QUOTE]
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