Lanefan
Victoria Rules
Why is old-school fun?
DM-side:
--- kitbash-ability. 0-1-2e D&D are far more amenable to kitbashing than are the WotC editions, meaning it's far easier for someone to tweak the system into something that does what they want.
--- the adventure modules are (often) written with far less extra verbiage, making them way easier to run (e.g. monster stats are presented in two lines of text rather than a 1/4-page block)
--- as DM I can focus on the story of the party (or parties) and let the players worry about their own characters' arcs within that story if they want to (not all do)
--- rewards (usually in form of xp) are more individual, thus incentivizing player-side risk-taking
--- with minimal tweaking those systems can easily handle anything from a 2-month quickie campaign to a ten-year banger
--- I can throw all kinds and degrees of challenges at them without nearly as much expectation of said challenges being "fair" (to either the PCs or the opponents); and it's on the players (in-character) to decide when to hold 'em, fold 'em, or run away.
--- morale rules and guidelines suggest and encourage more outcomes than merely fight-to-the-death
Player-side:
--- there's a lot of luck involved. I've always held that if D&D wasn't at its heart a game of luck it wouldn't use dice.
--- further to this, that luck element can extend deep into char-gen - you never know what the dice will give you to work with, leading to an attitude of letting the dice shape what the character will be rather than going in to the process with a locked-in concept
--- at low levels it plays like a rogue-like (DCC went all-in on this with the funnel), again often based on luck as well as skill. I love rogue-likes.
--- character generation is usually fast and straightforward, I can bang something out from blank sheet to playable in 15 minutes and fill in the fine-tuning later
--- there's a real sense of risk and, commensurately, a real sense of reward
--- it's open-ended. There's no hard cap on level, and thus no pre-defined end point. Yes there's "name level" but achieving that doesn't stop further play and-or advancement.
--- if done right and advancement is slowed down (a la 2e), levelling up becomes a side effect of play rather than the focus of it
--- the characters feel more like real people and less like Marvel superheroes, particularly at low-mid levels
--- the world is out to kill me dead, my job is to survive. Odds are I won't; but if I do it's glorious.
DM-side:
--- kitbash-ability. 0-1-2e D&D are far more amenable to kitbashing than are the WotC editions, meaning it's far easier for someone to tweak the system into something that does what they want.
--- the adventure modules are (often) written with far less extra verbiage, making them way easier to run (e.g. monster stats are presented in two lines of text rather than a 1/4-page block)
--- as DM I can focus on the story of the party (or parties) and let the players worry about their own characters' arcs within that story if they want to (not all do)
--- rewards (usually in form of xp) are more individual, thus incentivizing player-side risk-taking
--- with minimal tweaking those systems can easily handle anything from a 2-month quickie campaign to a ten-year banger
--- I can throw all kinds and degrees of challenges at them without nearly as much expectation of said challenges being "fair" (to either the PCs or the opponents); and it's on the players (in-character) to decide when to hold 'em, fold 'em, or run away.
--- morale rules and guidelines suggest and encourage more outcomes than merely fight-to-the-death
Player-side:
--- there's a lot of luck involved. I've always held that if D&D wasn't at its heart a game of luck it wouldn't use dice.
--- further to this, that luck element can extend deep into char-gen - you never know what the dice will give you to work with, leading to an attitude of letting the dice shape what the character will be rather than going in to the process with a locked-in concept
--- at low levels it plays like a rogue-like (DCC went all-in on this with the funnel), again often based on luck as well as skill. I love rogue-likes.
--- character generation is usually fast and straightforward, I can bang something out from blank sheet to playable in 15 minutes and fill in the fine-tuning later
--- there's a real sense of risk and, commensurately, a real sense of reward
--- it's open-ended. There's no hard cap on level, and thus no pre-defined end point. Yes there's "name level" but achieving that doesn't stop further play and-or advancement.
--- if done right and advancement is slowed down (a la 2e), levelling up becomes a side effect of play rather than the focus of it
--- the characters feel more like real people and less like Marvel superheroes, particularly at low-mid levels
--- the world is out to kill me dead, my job is to survive. Odds are I won't; but if I do it's glorious.
