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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Settembrini on September 07, 2006, 04:43:44 AM

Title: Old School Gaming Advice Needed
Post by: Settembrini on September 07, 2006, 04:43:44 AM
So with all the talk about olden days of gaming, and my own experience, that I only could understand Rifts now that I've played D&D 3.5, I start a project:

Back to the roots!
Actually, they are not my gaming roots, as I'm way too young. I bought me the rules cyclopedia.

How do I run adventures?
Which setting is the best?
Which published adventures for D&D 1st, are really worthwhile playing?

Does "Name Level" mean, that I give names to characters only after ninth level?

By this experiment, I wann fully understand the history of gaming. And therefore I have to learn, what nearly nobody in Germany ever did:
Basic D&D.

I'm excited about it, but am stalled at how to approach it. What other supplements do I need?
Title: Old School Gaming Advice Needed
Post by: Abyssal Maw on September 07, 2006, 06:38:42 AM
All characters need names at 1st level. It's just like any RPG in that way. "Name level" I think meant the level by which time characters are considered famous representatives of their class.

Originally, each level had a cute 'name' for it. Like 1st level thieves were called 'footpads', but 2nd level thieves were called 'burglars' and so on. The name 'Thief' doesn't show up until like 9th level.

I personally recommend creating your own adventures for it. But if you really want to dig up an old one- Isle of Dread is a good one.
Title: Old School Gaming Advice Needed
Post by: Settembrini on September 07, 2006, 07:20:44 AM
QuoteOriginally, each level had a cute 'name' for it. Like 1st level thieves were called 'footpads', but 2nd level thieves were called 'burglars' and so on. The name 'Thief' doesn't show up until like 9th level.

I see.

I'm starting to like the Known World setting, with the hex maps, it has a traveller feel to it.

What are the known fallacies of the OD&D rules? To me they look very clean right now, much better than my ill-fated AD&D 2nd Ed. attempts. Any article or opinon on that?
Title: Old School Gaming Advice Needed
Post by: FickleGM on September 07, 2006, 08:15:01 AM
Quote from: SettembriniSo with all the talk about olden days of gaming, and my own experience, that I only could understand Rifts now that I've played D&D 3.5, I start a project:

Back to the roots!
Actually, they are not my gaming roots, as I'm way too young. I bought me the rules cyclopedia.

How do I run adventures?
Which setting is the best?
Which published adventures for D&D 1st, are really worthwhile playing?

Does "Name Level" mean, that I give names to characters only after ninth level?

By this experiment, I wann fully understand the history of gaming. And therefore I have to learn, what nearly nobody in Germany ever did:
Basic D&D.

I'm excited about it, but am stalled at how to approach it. What other supplements do I need?

Well, as far as setting goes, the Known World should do fine.  Especially since maps and information are in the Rules Cyclopedia.

Oh, and give it a go without any supplements.  The RC contains everything that you need (and more) to run a game.  The only thing it doesn't provide is the adventures, and I am of no help there.  I tend to make shit up and go with it, without much consideration to old school vs. new school.
Title: Old School Gaming Advice Needed
Post by: Balbinus on September 07, 2006, 08:41:10 AM
You don't need supplements, the beauty of the RC is that everything you need is in that one book.

I always make my own adventures I'm afraid, so no idea there.  But as to how do you run them, same as in any other rpg pretty much.  How would you run whatever you normally run?
Title: Old School Gaming Advice Needed
Post by: Dr Rotwang! on September 07, 2006, 08:43:43 AM
Although I've never run RC D&D (not from lack of trying), my advice is this:

Take to heart the spirit of the game, and just start making stuff up.  The rules are tools.  If it sounds like fun, do it.

From what I understand of Old School gaming, that was the formula.  And apparently, it worked!

EDIT: Never before has the classic "You all meet in a tavern, where a stranger in a heavy cloak approaches you..." been more fitting -- or called for.
Title: Old School Gaming Advice Needed
Post by: Nicephorus on September 07, 2006, 08:52:08 AM
Maybe it's a style thing but for me, I think that basic D&D should be less looking up rules, more winging it.  Without the tons of confusing charts, it was more obvious what the rules did and did not cover.

Traditionally, D&D started with a dungeon crawl or adventure with little preamble.  "Ok, you've gathered to explore X" or "You've all been captured by a powerful wizard and forced to do Y". Initial railroading was seen as a feature to quickly get to the fun parts.It's really quick to roll up a character and get going.  

The spell system is far simpler but more limiting than in AD&D.  The classes don't have much to them.  

The known world is a good framework that can be easily molded as there are no real metaplots or stupid stuff around.  I really like Keep on the Borderlands for a low level dungeon with a nearby base of operations, but I'm not sure how much of that is just nostalgia.  The Slaver series is a classic as well.
Title: Old School Gaming Advice Needed
Post by: Settembrini on September 07, 2006, 08:54:35 AM
I want to try out how the early gamers gamed, so a typical adventure would be cool. I just got me the Karameikos Gazeteer as well as already owning "In Search of Adventure" B1-9 on pdf, so I think I'll use that to extrapolate.
Title: Old School Gaming Advice Needed
Post by: Settembrini on September 07, 2006, 08:56:34 AM
QuoteThe Slaver series is a classic as well.

That is AD&D AFAIK. I tried to GM the slaver series with 3.5 rules, but I cancelled midway; that means I shortened it. The fights were getting boring, always goblinoids for long stretches of the game.
And a lot of class level npcs to convert.
Title: Old School Gaming Advice Needed
Post by: Nicephorus on September 07, 2006, 09:35:20 AM
Quote from: SettembriniThat is AD&D AFAIK.

Maybe it is, my memory ain't so good anymore.

From what I remember, B2 is Keep on the Borderlands/Caves of Chaos.  B1, In Search of the Unknown (or something like that) is interesting too.  It has no real plot, but interesting rooms where odd things happen with no real explanation.  It also has a sheet of pregen characters (1-2 lines each) that can be PCs or NPCs and rooms that you're expected to fill in yourself, either from a chart or whatever you want.
Title: Old School Gaming Advice Needed
Post by: jrients on September 07, 2006, 09:35:37 AM
The advice to wing any rules glitches is dead on.  Don't write down a house rule until you've needed the same thing to be answered in three different sessions.  The one thing I would warn you about is the optional Weapon Mastery system.  It's the best Sword Fu system created prior to Iron Heroes, but it will tip PC power a little ahead of the curve for modules written before it, such as everything I'm about to suggest you run.

Start with B2 The Keep on the Borderlands.  It is the quintessential D&D experience.  If the dungeoneering starts to bore your players send them to the city of Specularum and run B6 The Veiled Society.  Follow up either or both with B10 Night's Dark Terror.  After that run X1 The Isle of Dread and you will have hit all the high points of the lower level D&D modules.  Others will have to guide you past that.
Title: Old School Gaming Advice Needed
Post by: Zachary The First on September 07, 2006, 09:38:43 AM
Quote from: jrientsStart with B2 The Keep on the Borderlands.

Agreed.  If you're trying to "relive your lost gamer D&D childhood", that's a great starting point.
Title: Old School Gaming Advice Needed
Post by: Abyssal Maw on September 07, 2006, 09:45:44 AM
Let me give you an example of the design from an early D&D module: Into the Unknown:

It was a fully described dungeon, with no monsters or treasures. Like each room had a description. Then at the end of each entry for a room--  it had a blank like this:

monster:________________
and treasure: _______________

Beginner Dm's were supposed to stock it themselves.
Title: Old School Gaming Advice Needed
Post by: jrients on September 07, 2006, 09:50:54 AM
B1 In Search of the Unknown was an attempt to find the right format for BD&D modules.  Since the Fill In The Blank concept was never repeated I'd call it a failed experiment rather than a good example.  Also, not all the details of the rooms were blanks, but indeed included some great description, nasty traps, and a nifty back story.  And the DM was given some sound advice on filling in the blanks.  I actually ran a converted B1 as the first adventure of my one 3.0 campaign.  We had a blast.
Title: Old School Gaming Advice Needed
Post by: Settembrini on September 07, 2006, 10:11:27 AM
Very nice! Keep on the Borderlands is also set in th Known World, so that will just be cool.
Title: Old School Gaming Advice Needed
Post by: jrients on September 07, 2006, 10:21:44 AM
Quote from: SettembriniVery nice! Keep on the Borderlands is also set in th Known World, so that will just be cool.

IIRC the Grand Duchy of Karameikos gazetteer has map listing the locations of every B series module.  Some of them are kinda a dodgy fit in my opinion, but they do there best to shoehorn them all in.
Title: Old School Gaming Advice Needed
Post by: Akrasia on September 07, 2006, 02:59:07 PM
Quote from: SettembriniI want to try out how the early gamers gamed, so a typical adventure would be cool. I just got me the Karameikos Gazeteer as well as already owning "In Search of Adventure" B1-9 on pdf, so I think I'll use that to extrapolate.

The 'Grand Duchy of Karameikos' Gazetteer is really great.  The 'Principalities of Glantri' is a serious rival.  I would also recommend the 'Republic of Darokin'.  Those three gazetteers should suffice for your Mystara happiness.

As for modules, I would strongly urge you to get B10 -- Night's Dark Terror.  It is the greatest module ever produced for B/RC D&D -- possibly the greatest module ever produced for any version of D&D (although UK4 is a serious rival).

I would also recommend getting the 'desert nomads' series X4 and X5.  It makes for a fun 'epic' campaign.

Overall, I would recommend running some low-level adventures (stuff from B1-9), then B10, then X1, X8 (or whichever one is the 'War Drums' module), X2 (in the Principalities of Glantri), and then the X4-5 series.
Title: Old School Gaming Advice Needed
Post by: RPGPundit on September 07, 2006, 03:37:55 PM
Quote from: SettembriniActually, they are not my gaming roots, as I'm way too young. I bought me the rules cyclopedia.

How do I run adventures?

The same way you always do, only faster and looser.

QuoteWhich setting is the best?

For the RC? Mystara without a doubt. It was a game world specifically MADE to work with that set of rules.

QuoteWhich published adventures for D&D 1st, are really worthwhile playing?

For D&D 1st or for D&D RC? They're two slightly different things, though generally compatible.
For the RC D&D, you would do well for setting material to get as many of the Gazeteers (the country settings for the Mystara world) as you could get your hands on. The Dawn of the Emperors boxed set is good, as is Hollow World if you want something wierder.

For adventures: Keep on the Borderlands and the Isle of Dread are two absolute musts.

If you want some good D&D 1st edition adventures that you can port over to the RC D&D: The Temple of Elemental Evil is an obvious choice.

QuoteDoes "Name Level" mean, that I give names to characters only after ninth level?

No, its called "Name Level" because that's the level where adventurers are good enough that they've earned a special title: Ie. Fighters are now called Lords, Magic-Users are now called "Wizards" or "Magisters", Clerics are now called "Patriarchs", etc etc.

QuoteBy this experiment, I wann fully understand the history of gaming. And therefore I have to learn, what nearly nobody in Germany ever did:
Basic D&D.

I'm excited about it, but am stalled at how to approach it. What other supplements do I need?

You don't actually NEED any supplements, especially for playing levels 1-3; all you really need for that is to design a dungeon!  Keep on the Borderlands or Temple of Elemental Evil are the best choices, but it might also be good, if you really want the FULL experience, to design at least one dungeon by yourself!

But after that, for "expert level" play (lv. 4-15) you will want some kind of setting material, and like I said, i recommend the Gazetteers/Mystara setting.

RPGPundit
Title: Old School Gaming Advice Needed
Post by: Settembrini on September 08, 2006, 04:16:19 PM
Cool tips!
Should I pickup the Immrtal Supplement? This doesn't seems to be included int the RC?
Title: Old School Gaming Advice Needed
Post by: jrients on September 08, 2006, 04:18:47 PM
Quote from: SettembriniCool tips!
Should I pickup the Immrtal Supplement? This doesn't seems to be included int the RC?

It's extraneous and has little relation to the rest of the ruleset.  It's also one of the awesomest ideas every implemented for D&D.
Title: Old School Gaming Advice Needed
Post by: Knightsky on September 08, 2006, 06:06:20 PM
Quote from: AkrasiaAs for modules, I would strongly urge you to get B10 -- Night's Dark Terror.  It is the greatest module ever produced for B/RC D&D -- possibly the greatest module ever produced for any version of D&D.
Oh.

Hell.

Yes.

B10 is the module I always wanted to run, but never could, due (in part) to the fact that my copy was missing half the maps...
Title: Old School Gaming Advice Needed
Post by: Blackleaf on September 08, 2006, 10:25:04 PM
Horror on the Hill was the first module we ever played, and remains a personal favourite. :D