howandwhy99
Adventurer
To my knowledge, we use the 3 main books published in 1974 with some of the supplements, some of The Strategic Revew and early Dragon magazine articles, and even some expanded monsters, spells, magic items from AD&D. I think this is pretty standard as the original rules really give more of a foundation to create the game you desire.
Some other additions:
Chainmail - This is really what we play most of the time. It includes 1 on 1 combat and scales up for larger miniature battles.
Outdoor Survival - This boardgame simulates survival in the wild and has many variations on how it can be played. This is pretty much our overland travel game.
Wooden Ships & Iron Men - This is for naval battles and sea travel. We haven't had cause to use it yet.
Of course, underground exploration, dungeon delving, monsters, magic item spells, and all the other basics are covered by Dungeons & Dragons(tm). It's important to note these 3 pamphlets really have no combat rules in them and require Chainmail to play.
The world we play in is a homebrew. I think this was pretty much the default assumption for gamers until the 1980 Greyhawk Gazetter came out. The original Greyhawk and Blackmoor books didn't have world descriptions so much as rule additions (like new classes (thief), monsters (demons & devils), and more) Worlds like Wilderlands and Arduin were probably out there being played, but I'm guessing most groups created their own. I would guess pulp fiction worlds for fantasy & scifi were used too. My own gaming didn't start until the mid-1980's, so my knowledge comes from hearing others' stories.
Diaglo uses a kitchen sink method for our own world and we get to make plenty of suggestions. About a year ago we learned we were travelling in "The Wilderlands of Harn" which are composed on a large island - all part of a larger empire across the sea called the "Grey" "Realms". I like that we can steal from anywhere and absolutely anything. No limits.
The rules are included through add-ons and Referree calls, so they can be as simple or complex as the group likes. Chainmail and D&D offer an organic method of rule creation rather than a unified one. (I posted a thread on this topic some time back). Essentially, if there is already a great wargame on the market that perfects one aspect of battle, why not use it instead trying to come up with a system of your own? I think that's why Diaglo chose the additons above. Given the boom in wargaming during the 60's and 70's, there were A LOT of rules to pick from. Chainmail was just the basic "medieval combat" game with D&D as a template on top.
Some other additions:
Chainmail - This is really what we play most of the time. It includes 1 on 1 combat and scales up for larger miniature battles.
Outdoor Survival - This boardgame simulates survival in the wild and has many variations on how it can be played. This is pretty much our overland travel game.
Wooden Ships & Iron Men - This is for naval battles and sea travel. We haven't had cause to use it yet.
Of course, underground exploration, dungeon delving, monsters, magic item spells, and all the other basics are covered by Dungeons & Dragons(tm). It's important to note these 3 pamphlets really have no combat rules in them and require Chainmail to play.
The world we play in is a homebrew. I think this was pretty much the default assumption for gamers until the 1980 Greyhawk Gazetter came out. The original Greyhawk and Blackmoor books didn't have world descriptions so much as rule additions (like new classes (thief), monsters (demons & devils), and more) Worlds like Wilderlands and Arduin were probably out there being played, but I'm guessing most groups created their own. I would guess pulp fiction worlds for fantasy & scifi were used too. My own gaming didn't start until the mid-1980's, so my knowledge comes from hearing others' stories.
Diaglo uses a kitchen sink method for our own world and we get to make plenty of suggestions. About a year ago we learned we were travelling in "The Wilderlands of Harn" which are composed on a large island - all part of a larger empire across the sea called the "Grey" "Realms". I like that we can steal from anywhere and absolutely anything. No limits.
The rules are included through add-ons and Referree calls, so they can be as simple or complex as the group likes. Chainmail and D&D offer an organic method of rule creation rather than a unified one. (I posted a thread on this topic some time back). Essentially, if there is already a great wargame on the market that perfects one aspect of battle, why not use it instead trying to come up with a system of your own? I think that's why Diaglo chose the additons above. Given the boom in wargaming during the 60's and 70's, there were A LOT of rules to pick from. Chainmail was just the basic "medieval combat" game with D&D as a template on top.
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