I have consistently
second guessed myself while I run (A)D&D games for my group about
which version (or retroclone) I like better for play. I range between
the simplicity and adaptability of S&W Whitebox and the
complexity and completeness of 1st edition AD&D
(sometimes including “Unearthed Arcana”, but rarely anything
later). Sometimes I decide a particular retroclone looks like it'll
be good for what I want to play- I just started playing S&W
Complete for instance, or I'd really like to play “Lamentations of
the Flame Princess” (and so would a couple of my players) sometime
soon.
I guess what it
comes down to is that I like the adaptability of the early edition
stuff based on OD&D and it's semi-gonzo SF additions to our
standard fantasy fare. I like the simplicity and lower power level of
OD&D, B/X and their clones. I have written a few rules sets now
using S&W and B/X as a template. However, something in my head
keeps dragging me back to 1st edition AD&D (or
Labyrinth Lord+ Advanced Edition Companion- more on this later). I
suppose it's because that's my old default. When I was just starting
to play AD&D was just arriving on the scene and B/X wasn't quite
here yet (I actually started with Holmes Basic).
Now, the power
creep/edition (larger HD, more powerful magic items, more special
abilities) is what pulls me away from AD&D towards OD&D or
B/X. The absolute familiarity with (and perhaps even mastery of) the
rules set is what drags me back. My D&D formative years ran from
1980-85ish, AD&D OA makes it under the wire, and UA slips a bit
in sometimes, but my core system has always been PH, DMG and MM.
I guess the power
creep is something I never noticed before the 3e era, probably
because my default system was 1st edition and I never
really looked at it objectively compared to the Holmes Basic and
Cook/Marsh Expert sets. 2Nd edition was largely the same
as 1st, only with a lot of inconsistent or unused (I am
looking at you weapon vs. AC) rules being either tossed or
overhauled. With this in mind, perhaps I should be playing either
LL-AEC or straight 2nd edition AD&D, but I can't fully
commit to either of those systems because I know 1st
edition, with all it's warts & weirdnesses, it's Gygaxian
purple-prose (a feature, not a bug- it immeasurably increased the
vocabulary of pretty much everyone I knew), I have it practically
memorized, even after all these years and anything I don't have
memorized I can find in seconds in the book- no lengthy searches or
game stoppage, and I know how to house rule it without breaking it in
any way. Plus, I own multiple copies of all the books (including the
premium reprints I got cheap on Ebay). I have given away complete
core sets to my players that don't have them (another feature of
Ebay- when I feel I am running low on extras for my table, I can
usually find them really cheap there), and each of my kids has gotten
a complete core set+ OA. My wife came with her own set.
But then I think
about sub-classes, particularly Fighter sub-classes, which irritate
me; why should a Fighter not be the best at fighting? Every other
sub-class loses something, or at least fundamentally changes
something, from the core class to make up for gaining their new
abilities, not Rangers or Paladins though, so what's up with that?
It's not that I hate the idea of Rangers and Paladins, and I get that
it's harder to get the stats to be one of them and that they level
slightly slower, but they still make better fighters than Fighters
do, and that's what irks me. I don't take issue with creating a new
subclass for the purposes of playing exactly the character class that
you want to play even, I've made them in the past and I probably will
again in the future. I am pretty sure that was the impetus behind the
design of every AD&D sub-class. Think of them as customized class
options for your role-playing needs.
Now, Labyrinth Lord
+Advanced Edition Companion is a game that plays functionally
identical to my experience with 1st edition AD&D, my
only real problems with using it as a go-to system are that I already
own multiple copies of AD&D and it's B/X based, which means that
I need 2 rulebooks and have to ignore a bunch of stuff from the
first.
I guess what was
trying doing here was get all of these stray thoughts down where I
can see them and mull over my options, what it has, apparently, done
was talk myself into running 1st edition AD&D again,
with the option of using retroclone ideas as house rule options.
Thanks for reading, I am still open to suggestions and differing
opinions, because I will, most likely, go back and forth on this for
the next day or so before I run something for my oldest daughter
Ashli and her boyfriend Rae who are coming to visit this weekend.
Now some other stuff
that's been on my mind- if you were going to run a single adventure
for three to five players and had access to pretty much every
adventure published by TSR for Holmes Basic, B/X, BECMI and 1st
edition AD&D what would you run? I am missing a few from the end
of the era, but I have most of them. I was thinking something
tournament style, that'll give the group focus and a sense of
urgency, plus they won't have to worry about losing a beloved
character because these types of modules usually have a bunch of
pregens included. I was also thinking something a little higher
level, because we never get there in campaign play and I think that
they might enjoy playing characters at level 9+ for a change. Not The
Tomb of Horrors though, that's a straight out meat-grinder and I've
seen parties with all experienced players die in the entryway.
Also, I was thinking
about other game systems recently, especially the ones like GURPS
that pretty much mandate during character creation how you are going
to role-play your character and that's one of those things I've never
actually seen the need to have enshrined in rules. Some people think
that alignment is unrealistic and too much of a straight-jacket to
your role-playing, in my experience these are the same people that
want to see at least part of your character creation include at least
some options for deciding how you must role-play your character.
GURPS has a bunch of these, off the top of my head I can recall codes
and berserkerism and addiction as role-playing options that grant you
some tangible character creation bonus with a few rules on how you
must then play your character as a trade off. I am not a huge fan of
point-buy systems in general anyway, I kind of like some randomness
in character generation and I don't think all PCs should be created
equal (but with the option for a master min-maxxer to really work the
rules to make a Frankenstein's monster of a PC).
I am also not a big
fan of skill systems, I never saw the point. The way I see it, if you
want to do something, you ask your DM if it's possible and he figures
out whether or not it's at all possible and then determines how it
should work. I guess it helps if you have some sort of background,
like the secondary skills in the DMG; although those work best for
humans, those are some tables that could use a redesign based on a
PC's race, the region they come from (or where the campaign starts)
and maybe the general tech level. I guess they'd be best tailor made
for every DM's campaign world. Not that I don't use skill systems
where appropriate, just not a fan. This is likely because of 2nd
edition AD&D's poorly thought out and ill-named Non-Weapon
Proficiency system, which, while optional, was both over used and
miss-used in my experience, all the while being extremely
unnecessary. Yes, I realize that the 2nd edition system is
a direct descendant of the 1st edition system which
premiered in my beloved Oriental Adventures book, it's just that I am
that contrary. Also, I hate that system and have eliminated it in my
upcoming retroclone Samurai!, wherein I replace them with a set of
backgrounds that grant you the ability to do certain things. But
generally speaking, if you can give me a halfway decent reason why
you should be able to do something, I usually let you. I base this on
the fact that I can speak, read and write English, and to a lesser
extent, French and Spanish. I can swim pretty well, do math (even
some higher math) and all the other stuff I learned in public schools
and just living in rural upstate NY. Usually, no matter how well I
min-max a character, there is no way I can come close to what I could
do even when I was a teen-ager, much less as an adult, and on top of
all that, I am a pretty decent fighter, both armed and unarmed, and
an ordained clergyman. That's right folks, I am dual-classed...
What about Henchmen,
Hirelings, and other Retainers? I swore by them in the early days of
playing D&D, not so much for the extra swords in the fight, but
for handling the mundane stuff like carrying the light sources or
acting as bearers for the loot we found, but we usually had a couple
of “special” guys too, usually a Thief hired on to open locks and
search for traps- oddly enough, even when we had Thieves in the
party. You can't be too careful in the dungeon. Later, as the games
started having more overland and wilderness type adventures, we
started having people just for helping out with the horses (and
staying with them while we went into dungeons) and some extra muscle
to help out with guarding our camp. Now it seems like even the people
I played with back in the day avoid them like the plague. I can
understand (although not agree with) the notion that Henchmen are
experience point and treasure leeches, but what about the ones that
only get paid a pittance and don't get a ½ share of experience
points? Plus it makes Charisma less of a dump stat if they are
included in the game.
What's the deal with
people not liking (A)D&D for more pure role-playing type game
sessions? There's nothing stopping you from going all thespian with a
D&D character, as a DM I actually will give an XP award or some
other type of bonus as a reward for good role-playing, it's within my
purview as DM. But some players insist that there is something
inherent about D&D in particular that stunts role-playing. I
don't get it. Sure D&D evolved from wargaming, and there was a
certain wargame mentality to the role-playing by association. I don't
hate that to be truthful, but I think that it is making less of the
game than it can be. That said, there are some things that I can't
stand to role-play like, say, buying equipment or any other mundane,
somewhat boring task. Who wants to role-play mucking out stables or
brushing down their horse? I don't, not as a player and not as DM;
some stuff can be glossed over pretty easily and we don't lose
anything by doing so. You probably want some real interaction the
first time you meet the duke though, and maybe a bit when you are
invited back for dinner. These role-playing vignettes are a great
opportunity for mini-information dumps as a DM and I think that
players and DMs alike should grasp the opportunity to try their hand
at being more of a thespian. The exchange between DM and players
there can lead to some really cool ideas for your campaign heading
down the road.
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