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So Please Tell Me About Retros Clones

nedjer

Adventurer
I've a group who want a late original D&D to 1e-ish type set-up for a 12 week run. D&D label is required. Looking to give them copies, ideally html so they can mess around with various stuff - also want to go with more than the limited classes, but not loads of them.

Considering taking my existing S&W to html and sticking late basic gameplay with either a few extra classes or some re-designed classes. Also looking to sex things up a bit across magic items, abilities, critical hits.

This can be done, but an OGL and an easy port would save much effort. Basic Fantasy, OSRIC, Laby Lord, BECMI variants, Secret Firey, DCC . . . have been looked at, but I guess I'm after closer to a a glorified S&W rather than a step further towards 1e.

Comments, suggestions, have I missed an obvious, should I just make them buy stuff and save time?
 

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Would a BECMI/RC D&D clone work?

If so, I suggest Dark Dungeons. It's basically the Rules Compendium, but cleaned up with Weapon Mastery and skills computed into the game from the get-go.

Also, it's free for download - meaning that your players can have copies without shelling out cash if they prefer.
 

Sounds like you've covered the bases - maybe you should steal classes from OSRIC or Labyrinth Lord and port them to Swords & Wizardry. Sounds like you'd even be better off with OD&D with a bunch of Wldritch Wizardry supplements, but I know of no one who has "retro-cloned" that series -- and maybe never will.
 

Castles & Crusades (from Troll Lord Games) hasn't been mentioned yet.
That retro-clone has some 13 classes; but it is an updated version of 1E AD&D, so it's a bit less "retro" than OD&D or B/X or BECM.

(I haven't read it yet, despite the raves from various posters on EN World. There is no free PDF version that I'm aware of; but the hardcover version of the Players Handbook is currently on sale for USD $15.00 at Troll Lord. )
 

Have you taken a look at Mazes & Minotaurs? That's my go-to when I have a group that wants something more "sexy" than vanilla OD&D.

It's free and there is a crazy level of amazing support for the game.

Mazes & Minotaurs
M&M
 

Sounds like you've covered the bases - maybe you should steal classes from OSRIC or Labyrinth Lord and port them to Swords & Wizardry. Sounds like you'd even be better off with OD&D with a bunch of Wldritch Wizardry supplements, but I know of no one who has "retro-cloned" that series -- and maybe never will.

Such regal wisdom - you've pretty much hit the nail on the head with the OD&D meets Eldritch clone. Just about sourced all the necessary bits under OGL and about to enter formatting hell. This will be the worst part, as it needs stripped-out to get clean, easy to style html.

After that it shouldn't be so bad, as 'sexing up' doesn't include the apparent need with a lot of clones to re-model the actual system. It should fall into the same largely seamless switches between OSRIC, S&W, OD&D which causes little confusion.
 

D&D label is required. Looking to give them copies, ideally html
D&D PDFs are hard to find right now, so if it needs to be D&D and not a clone, I ask around to those who own such properties.

PDF to HTML conversion is pretty easy, just Google it.

For info on clone games check out Russ's post on the front page from couple days ago. I suggest taking everything you desire from each one. Maybe one in particular will even strike your fancy, but don't think the others won't have tidbits to offer. I still steal quite a bit from AD&D though I run OD&D. You know, monsters, modules, magic, but rules too. Most of the clones are free or at least PDF to conversion to HTML handouts shouldn't be too hard.
 

D&D PDFs are hard to find right now, so if it needs to be D&D and not a clone, I ask around to those who own such properties.

PDF to HTML conversion is pretty easy, just Google it.

For info on clone games check out Russ's post on the front page from couple days ago. I suggest taking everything you desire from each one. Maybe one in particular will even strike your fancy, but don't think the others won't have tidbits to offer. I still steal quite a bit from AD&D though I run OD&D. You know, monsters, modules, magic, but rules too. Most of the clones are free or at least PDF to conversion to HTML handouts shouldn't be too hard.

The hook has taken. I'm on a bunch of projects needing grindy artwork, editing and buffing tasks. So it's been fun to take a break of sorts and play with D&D.

Already put together a framework from OGL material and editing it down.

Could do a PDF chop conversion, but if I clean it up completely the html will play right with as much css as I like, e.g. put in one click themes.

I'd fork and ask for name help and should I shouldn't I includes, but I think I'd just get pelters with the rash of troubled clones around this year.

Any suggestions are however most welcome - I've already plundered the classes thread to see that fighters and magic-users are not something to tinker around with. Clerics on the other hand may need to become Defenders of the Faith.
 

We have been playing Labyrinth Lord for about a year and having a blast. Our GM just house rules it as necessary but its not bad right out of the box if you like B/X D&D. A few things we learned though - the experience points from defeating monsters and treasure takes forever for the character to level up after 4th level so the GM just gives out average experience based on our level and how fast he wants us to level up.

Also, he runs a mashup of LL Core with AEC and some 1st Ed house rules and we found out that using the Advanced hit die optional rule from the AEC is probably a mistake - you end up with guys with lots more hits than the monsters and it gets a little too easy after a while so running it more like core LL with a few house rules is probably better.

We've also been running S&W white box core for pick up games and having a blast - the less is more philosophy really works in that game and makes it play really fast which = more fun!

If you want to have a peak at our house rules and stuff you can view them here (recaps have been posted there as well over the last year of play):

The Savage Sword of Scadgrad: Averlorn House Rules for LL AEC

Tales from the Tower

Tales from the Tower: Averlorn Campaign
 
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We have been playing Labyrinth Lord for about a year and having a blast. Our GM just house rules it as necessary but its not bad right out of the box if you like B/X D&D. A few things we learned though - the experience points from defeating monsters and treasure takes forever for the character to level up after 4th level so the GM just gives out average experience based on our level and how fast he wants us to level up.

Also, he runs a mashup of LL Core with AEC and some 1st Ed house rules and we found out that using the Advanced hit die optional rule from the AEC is probably a mistake - you end up with guys with lots more hits than the monsters and it gets a little too easy after a while so running it more like core LL with a few house rules is probably better.

We've also been running S&W white box core for pick up games and having a blast - the less is more philosophy really works in that game and makes it play really fast which = more fun!

If you want to have a peak at our house rules and stuff you can view them here (recaps have been posted there as well over the last year of play):

The Savage Sword of Scadgrad: Averlorn House Rules for LL AEC

Tales from the Tower

Tales from the Tower: Averlorn Campaign

Thanks for that :) The comment on S&W was the main take, as it keeps cropping-up and each mention confirms the choice now made.

After formatting all 100 tables last night I'm very close to a real lean 100 page PH - 100 page DM version, which gives a real clean D&D platform to play around with. Could stop there for the immediate plan; but I've got the bit between the teeth now :cool:
 

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