molonel said:You know, to be completely honest, I'd love to see some talk about actual 1st Edition play.
Well, it's not 1st Edition, but...
So, I'm running my group through X1 using the c. 1981 Expert rules. (Or "extra crispy edition" as one of the player's affectionately calls it.) We started with B4 & have been having a blast. None of us had played any of the older editions in years (excepting a few one-offs) though we all started with them.
In fact it's kind of funny. One player started with early AD&D or maybe even oD&D. One, the Holmes basic. Me, the Moldvay basic. The last, the Mentzer basic. We've got all of the bases covered.
I've realized that there are parts of the Expert booklet--especially in the adventure & encounter chapters--that I always skimmed over before. I guess I'd always treated the wilderness more as a dungeon without walls & ceiling or just a few wandering encounters on the way to the dungeon. I really interested in the wilderness style of play described in the Expert book & X1.
I am having some...concerns. Not really problems. At least not yet.
One thing is that, with less than one encounter a day, the casters always have a full complement of spells for every encounter. But, maybe that's OK since the wandering encounters are more appetizer than main course. Things will be different once they find certain spots of interest. Plus, there have been some close battles despite the sleep & hold person always being at the ready.
Secondly, the kinds of wandering encounters you find on the isle tend to not have treasure. In RAW Expert D&D, that means little XP. But, again, maybe that's OK. They're just the appetizer.
Thirdly, I fear things will grow too monotonous before they chance upon a point of interest.
Of course, the biggest problem is that I'm not a great DM--especially when running modules. But we have to work with the resources we've got. (^_^)
Anyway, any thoughts or comments are appreciated. I've already gotten some great advice over on DF, but I'm sure there's more to be had here.