Some starter questions.


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well, It seens to be a good idea... What the books you recommend? I'm reading PHB, DMG and Monstrous Manual.
Thanks again

I’m probably biased, but my first choice would be the c. 1981 Basic Set. It is, unfortunately, the one basic set they don’t sell a PDF of.

Rules-wise the c. 1983 Basic Set (which someone linked to above) is almost—if not entirely—identical. While the 1981 book is organized in the manner of most RPG books, the 1983 set tries to be even more beginner-friendly. It has a “programmed adventure” (a solitaire adventure in the choose-your-own-adventure style) to help explain the game.

There’s an earlier Basic Set too. Many (including me) find it more “flavorful” than the later sets, and plenty of people learned the game through it, but I think the later sets are easier to learn from.

Now, the Basic Set rules are different from the AD&D rules. They are highly compatible however. What you learn from the Basic Set will be applicable to AD&D. Stepping up to AD&D just means adding some additional rules and some tweaks to the numbers.

It’s not the only way to go, but—as I said—it’s the way a lot of us entered the game.

oh.. you really know about Ahura Mazda and Zartosht!!!! that's unbelievable!!

:) Personally, I’d expect any serious follower of one of the Abrahamic religions to know about Zarathustra. But I have unusual expectations.
 

but I prefer to read 2nd Edition or OSRIC books, because we are playing 2e right now.

If you're leaning toward OSRIC, then I would definitely check out the Advanced Adventures line from Expeditious Retreat Press; in particular I recommend Advanced Adventures #1: The Pod Caverns of the Sinister Shroom and Advanced Adventures #3: The Curse of the Witch Head (although all of them are good).

And, for a "learning old school" library of modules, I would recommend the following, in my order of preference (biasing toward lower levels since you'll have new players, but also including some higher-level modules to mine for ideas/concepts and old school ways of doing things). B1 and B2 contain many tips for first time players and DMs; T1 provides a framework for building a campaign out of the adventures surrounding an initial home village, and basically builds upon the site-specific lessons of B1 and B2 to broaden out into the world. B4 and Caverns of Thracia are both good models for an expandable adventure that can turn into a campaign, as well.

low level
- B1 In Search of the Unknown
- T1 Village of Hommlet
- B4 The Lost City
- B2 Keep on the Borderlands
- Caverns of Thracia (Judges Guild)

high level
- G3 Hall of the Fire Giant King
- WG5 Mordenkainen's Fantastic Adventure
- S1 Tomb of Horrors
- G1 Steading of the Hill Giant Chief

Enjoy! :D
 

Thanks dear friend for nice recommend, links, etc...

:) Personally, I’d expect any serious follower of one of the Abrahamic religions to know about Zarathustra. But I have unusual expectations.
wel, good Idea... Zartosht is so close to other monotheistic religions, but better in some cases... anyway, there is Zartosht followers in Iran yet, and It proves Zartosht never will be forgotten.
 

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