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What Edition/Version for my Mega-Dungeon
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<blockquote data-quote="spectresghost" data-source="post: 5234151" data-attributes="member: 92126"><p>I was torn between suggesting OD&D/Swords & Wizardry and Basic/Labyrinth Lord. I think an old-school mega-dungeon is easiest to play with old-school rules. I ended up choosing LL because that's what I'm going to use to run the Keep on the Borderlands and, eventually, my own mega-dungeon.</p><p></p><p>I like LL because it's got all the ease of the old B/X system, but it's easily expandable with old B/X supplements or things from OD&D or AD&D through the Advanced Edition Companion and Original Edition Characters for LL, S&W and the other retro-clones, and all the various old-school mags. Being in the middle, it's fairly easy to convert anything from these other systems to LL.</p><p></p><p>You can even bring in stuff to do some science fantasy by including material from Mutant Future. If you want to have an area that uses crazy technology and mutants like the old Expedition to the Barrier Peaks, you can. There are other supplements that include rules for other periods, as well. The other day I was looking at a campaign setting with variant rules for playing a Victorian-era steampunk game using the LL rules.</p><p></p><p>Basically, although there are tons of different ways to adapt 3.0/3.5/4.0, I don't think they're as playable in a dungeon crawl. I tried running a 3.5 dungeon crawl a few years ago, and it failed miserably because the players were too concerned with the skill checks to actually roleplay exploring the dungeon.</p><p></p><p>I think that the old B/X rules through LL give you the most simultaneous adaptability and playability. It's very easy to modify or import new things, and it's a much simpler and faster game to run. Although it can be a lot deadlier, you can mitigate that by encouraging the players to get hirelings and henchmen to go with them. You can also give them a fairly reliable source for healing potions or put a lot of healing or defensive items into the treasure. Or you can just have a lot of extra pre-generated characters on hand, if you want to really go old-school.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="spectresghost, post: 5234151, member: 92126"] I was torn between suggesting OD&D/Swords & Wizardry and Basic/Labyrinth Lord. I think an old-school mega-dungeon is easiest to play with old-school rules. I ended up choosing LL because that's what I'm going to use to run the Keep on the Borderlands and, eventually, my own mega-dungeon. I like LL because it's got all the ease of the old B/X system, but it's easily expandable with old B/X supplements or things from OD&D or AD&D through the Advanced Edition Companion and Original Edition Characters for LL, S&W and the other retro-clones, and all the various old-school mags. Being in the middle, it's fairly easy to convert anything from these other systems to LL. You can even bring in stuff to do some science fantasy by including material from Mutant Future. If you want to have an area that uses crazy technology and mutants like the old Expedition to the Barrier Peaks, you can. There are other supplements that include rules for other periods, as well. The other day I was looking at a campaign setting with variant rules for playing a Victorian-era steampunk game using the LL rules. Basically, although there are tons of different ways to adapt 3.0/3.5/4.0, I don't think they're as playable in a dungeon crawl. I tried running a 3.5 dungeon crawl a few years ago, and it failed miserably because the players were too concerned with the skill checks to actually roleplay exploring the dungeon. I think that the old B/X rules through LL give you the most simultaneous adaptability and playability. It's very easy to modify or import new things, and it's a much simpler and faster game to run. Although it can be a lot deadlier, you can mitigate that by encouraging the players to get hirelings and henchmen to go with them. You can also give them a fairly reliable source for healing potions or put a lot of healing or defensive items into the treasure. Or you can just have a lot of extra pre-generated characters on hand, if you want to really go old-school.;) [/QUOTE]
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