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<blockquote data-quote="Tav_Behemoth" data-source="post: 4987480" data-attributes="member: 18017"><p>I play in some of the PbP games at the OD&D board linked above, and while they're great I don't know if I'd get an 'aha!' moment from them as easily as with face to face play. Where do you live? Are there local conventions or gamedays where you could find a game for hands-on experience? You might also post a note at a local gamestore - some old-schoolers might be best reached the old-fashioned way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for learning rules, my advice is don't. Kids make great old-school players because they reach for imagination first and don't assume they need mechanical support to do stuff. As a player, do whatever you can think of and see how the DM handles it.</p><p></p><p>When you DM, you'll need to know some rules and you'll get some authority from having a rule book in front of you, but you never want to look stuff up if it can be avoided. Most of what I do as an OD&D DM is unlearn assumptions I bring to the game.</p><p></p><p>The minimum you'll need is:</p><p>- a combat framework. Best if it can be expressed in a single sentence, like "Roll a d6 to see which side goes first, roll a d20 vs. AC to see if you deal damage."</p><p>- a way to tell if PCs succeed at life-or-death tasks. I talk to my players to agree on odds on a d6, but you could use an ability check etc. Again, simple = good.</p><p>- a framework for using dice to tell the story. How often do you roll for wandering monsters, how likely are they, what table do you use to see what shows up and what their reaction to the PCs are? In contrast to rules, IMO you can never have too many random tables (although a few you know how & when to use are much better than a lot you forget to look at). Kellri's Old-School Encounters Reference is a great resource here, as is the AD&D DMG.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 4987480, member: 18017"] I play in some of the PbP games at the OD&D board linked above, and while they're great I don't know if I'd get an 'aha!' moment from them as easily as with face to face play. Where do you live? Are there local conventions or gamedays where you could find a game for hands-on experience? You might also post a note at a local gamestore - some old-schoolers might be best reached the old-fashioned way. :) As for learning rules, my advice is don't. Kids make great old-school players because they reach for imagination first and don't assume they need mechanical support to do stuff. As a player, do whatever you can think of and see how the DM handles it. When you DM, you'll need to know some rules and you'll get some authority from having a rule book in front of you, but you never want to look stuff up if it can be avoided. Most of what I do as an OD&D DM is unlearn assumptions I bring to the game. The minimum you'll need is: - a combat framework. Best if it can be expressed in a single sentence, like "Roll a d6 to see which side goes first, roll a d20 vs. AC to see if you deal damage." - a way to tell if PCs succeed at life-or-death tasks. I talk to my players to agree on odds on a d6, but you could use an ability check etc. Again, simple = good. - a framework for using dice to tell the story. How often do you roll for wandering monsters, how likely are they, what table do you use to see what shows up and what their reaction to the PCs are? In contrast to rules, IMO you can never have too many random tables (although a few you know how & when to use are much better than a lot you forget to look at). Kellri's Old-School Encounters Reference is a great resource here, as is the AD&D DMG. [/QUOTE]
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