rabindranath72
Adventurer
Give him time! He is still recovering from the ordeal 

Indeed. AD&D 1e's XP system must be the one I prefer most amongst all the various D&D XP systems, both old and new (with 4e's scoring a close second.)Demonstrably incorrect. The 1979 DMG contains not just references to playing "in character", but has mechanical ramifications for doing so or failing to do so in several places. Especially as regards alignment. Look at the rules section titled "Graphing Alignment" on page 24 of the DMG, and the mechanical consequences for changing alignment detailed on page 25. The rules for Gaining Experience Levels on page 86 are also quite explicit in requiring that characters be played in character, both as reflects their class and alignment. Failure to do so results in stiff penalties making it much harder and more expensive to advance in level.
There's a combination of rating "skilled play" as well as adherence to role and personality, but the latter parts are very clearly emphasized as important.
No combat, set up for an extraction of hostiles. Lots of focus on story and role-playing. Fun, but want to try combat. Also, it's been so long since I've actually been able to play a TSR-era game that I was a bit shocked when I was told that my ranger couldn't make a snare trap using 50' of rope. I rolled with it, though.
Sorry that you didn't get any combat. It's a thing with these new GMs unfortunately (they prefer social interaction and rules over rulings). But it's good to see you jump back in the pool and have some fun!No combat, set up for an extraction of hostiles. Lots of focus on story and role-playing. Fun, but want to try combat. Also, it's been so long since I've actually been able to play a TSR-era game that I was a bit shocked when I was told that my ranger couldn't make a snare trap using 50' of rope. I rolled with it, though.
You're playing AD&D all wrong! /jkNo combat, set up for an extraction of hostiles. Lots of focus on story and role-playing.
have fun, I don't see the point of it when other 1e clones already exist that do it better. Ive been playing 5e for 10 years for a reason.Happy Friday!
First, I have never played AD&D 1e, nor played in Greyhawk, aside from beating the ToEE game 20 years ago (oof, I’m getting old).
Second, while I enjoy a wide variety of play styles and games, my preferences tend to be towards games with less crunch than the WotC editions of D&D have had, at least when it comes to traditional fantasy or swords and sorcery tales.
Third, I am something of an originalist when it comes to creative endeavors, or, if you prefer, I have the Primordial nature from the old World of Darkness. I like taking old things, finding what’s neat about them, and the sharing them with other as I make something new.
I have long flirted with the idea of buying, and then learning, AD&D 1.0/1.5, and then running some of the classic modules in Greyhawk for my group (who also have never played either).
1.0 and Greyhawk seem to be what AD&D was designed for; all the classes and races which have now practically become tropes feeding upon themselves have a natural place in Greyhawk. The feel is less high or heroic fantasy, and more swords and sorcery, which I generally prefer over other types.
Given the above, I am going to make the jump into it, learn it, run modules, and aim for a campaign that lasts the remainder of my natural life (hey, I’m aiming high).
For this, what books and editions of them are the best? What do I need to know when reading these? Is it true that knowledge of how to play is passed on more as an oral tradition than through the books (a concept with which I’m familiar, given my Orthodox background)?
Any help from those who have played, are still playing, and/or loved it would be greatly appreciated.
C’mon. Don’t threadcrap this.have fun, I don't see the point of it when other 1e clones already exist that do it better. Ive been playing 5e for 10 years for a reason.
just statin the facts.C’mon. Don’t threadcrap this.