OK, so I'm not going to be serious here, but any combination of serious nostalgia or parody welcome in the thread.
In the 5E "retro" module, what rules are required to re-create the 1970s and 1980s games you remember (or you've been told about by gramps!):
Suggestions:
1) Rules for how to kill, butcher and prepare a paladin's warhorse once you run out of iron rations (or accidentally deliberately forgot to pack them).
2) Suggestions for how to pass the time when you failed save vs poison against the giant centipedes in room #1.
3) Tactical advice on how to engage a gazebo.
4) What planes Boot Hill and Gamma World are currently on (yes, I really had all three boxed set games, and did a cross-over encounter D&D/Boot Hill using those rules
.
5) How to bend rules of probability when rolling 18/## strength (the number of fighters with 18/76-00 I saw compared to 18/01-50 would make any statistician blush)
6) How to fully randomise the difficultly level of an encounter using devil gate powers.
In the 5E "retro" module, what rules are required to re-create the 1970s and 1980s games you remember (or you've been told about by gramps!):
Suggestions:
1) Rules for how to kill, butcher and prepare a paladin's warhorse once you run out of iron rations (or accidentally deliberately forgot to pack them).
2) Suggestions for how to pass the time when you failed save vs poison against the giant centipedes in room #1.
3) Tactical advice on how to engage a gazebo.
4) What planes Boot Hill and Gamma World are currently on (yes, I really had all three boxed set games, and did a cross-over encounter D&D/Boot Hill using those rules

5) How to bend rules of probability when rolling 18/## strength (the number of fighters with 18/76-00 I saw compared to 18/01-50 would make any statistician blush)
6) How to fully randomise the difficultly level of an encounter using devil gate powers.