Dear Grognards,
How do you play old school? I understand the elements of the style, but I don't really know where to start in practically DMing in an old-school way. For example...
*How do I make a dungeon more than just a bunch of fights? I was reading through Keep on the Borderlands the other day and to my young eyes it just looked like a big list of how many monsters are in each room...
But yeah. I'm fascinated by the old-school style, but stymied about how to put it into effect practically. All you old-schoolers and revivalists, give me practical advice!
First you need the right books, and
Keep on the Borderlands isn't one of them. Find yourself a copy of the
Frontier Forts of Kelnore instead. It was originally published by Judges Guild... grab a JG
Village Book and
Castle Book if you can as well. Finally, the
Ready Ref Sheets will provide an ample supply of game design ideas and play guidelines for you. You'll also need your old school game books, 0D&D, BX, Clones whatever, and some dice, along with a few players interested in giving the game a test play. If you can' find any of that
(cough), no biggie, just uh...
Visualize a place in a fantasy world (Or even a movie you may have watched) that you always wanted to explore more...
Get a blank piece of graph paper and build it. Draw the entire layout, and don't leave out any details. Describe each room, cavern, or area, and describe what it contains. Describe the countryside around it...
If there are monsters there, describe what kind. What do they look like? What weapons (If any) are they carrying? Do they have any loot or treasure at all? If not, what do they have? Do they want to talk? Do they want to fight? Are they busy doing something already? Write up what they are doing...
Did anyone ever set any traps? Do the traps still work? Have they been triggered already?
Add a table of wandering monsters, that is, monsters and creatures that would be likely to appear in this mystical place that you are describing. Be sure to include details... How many? what are they doing there? What do these creatures think (If they can think) of adventurers? ...and so on
Now you need a starting place for your players, a place they are somewhat familiar with. It isn't your mystical magical place that you thought up (and wrote up) earlier, because they should have to make a journey (a journey of discovery and bonding) to get to your special destination.
Provide details for the starting place. It could be a small town, maybe a chapel, maybe an old keep or fortified farm on the frontier. Provide details. Provide more details. What kind of animnals can be found around there? What are the people like? Is there anyone especially noteworthy or interesting? Does anyone at
the starting place know anything about
the special destination?
Write up the details... then add some more details. Is there water around or nearby? Rivers? Lakes? Waterfalls? Old Ruins? New settlements? A castle: A tower? A wizard, a magical beast? A mystery? Another mystery? A mysterious person?
Once you are done with writing up the starting place, you are ready to begin playing...
Yet another Ancient Oldschool Bloglink:
GameDevonline.net