Voros
Doomed Investigator
- Joined
- Sep 23, 2017
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Jesus savesAlways bothered me there was no way to save her. View attachment 69829
The xWN games also have a skill system that owes a great deal to (Classic) Traveller, which is a great starting point.AD&D (especially 2e) and 3.PF, on the other hand, are manmade horrors beyond my comprehension. I do like how the AD&D 1e DMG is just stream of consciousness rules from Gary, and some of it is neat, but there's something so smooth and satisfying about B/X. My favorite game system - xWN (Stars, Worlds, Cities, etc.) - is built atop the bones of B/X with the lightest hint of 3.PF+ D&D character customization and it pretty intelligently runs to level 10. Beyond that the game kind of grinds to a halt, as others have said.
And thus the point that in D&D games character die, and sometimes you can't do a damned thing about it is very effectively made, especially to lonely teen-aged boys.Always bothered me there was no way to save her. View attachment 69829
That was basically my take away when I finally got B/X in my hands as an adult.The only thing that BECMI did better than B/X was the CYOA tutorial to familiarize people with the concepts of an RPG. However, that isn't necessary in a world where everyone picking up D&D has played JRPGs, Skyrim, or seen an actual play. Other than that it's just an inferior version of B/X padded out to 5 boxed sets with dumb, unplaytested mechanics that hardly anybody uses for no other reason than to sell more stuff.
The only thing that BECMI did better than B/X was the CYOA tutorial to familiarize people with the concepts of an RPG. However, that isn't necessary in a world where everyone picking up D&D has played JRPGs, Skyrim, or seen an actual play. Other than that it's just an inferior version of B/X padded out to 5 boxed sets with dumb, unplaytested mechanics that hardly anybody uses for no other reason than to sell more stuff.
Harsh, but fair.The only thing that BECMI did better than B/X was the CYOA tutorial to familiarize people with the concepts of an RPG. However, that isn't necessary in a world where everyone picking up D&D has played JRPGs, Skyrim, or seen an actual play. Other than that it's just an inferior version of B/X padded out to 5 boxed sets with dumb, unplaytested mechanics that hardly anybody uses for no other reason than to sell more stuff.
That's a fair point. While I am not a fan of the BECMI boxed sets, BECMI did have a much longer lifespan that allowed it to produce a lot of setting material and adventures. It also did a better job of providing a wide range of race-as-class options. The downside was that these classes often had their abilities spread out over 36 levels, meaning they need to be tinkered with to make them practical at the table.I have run Companion-level BECMI/RC D&D before, so there are at least a few of us out there. And I still want to try to run a 1 to 36 game sometime, just to see if it can be done.
Aa for the Known World/Mystara setting, there's a lot that I like for a setting that doesn't try to overthink things and succeeds at providing a lot of things for PCs to do. But then there's stuff I don't care for too (i.e. Alphatia) -- if I ran it today, I'd probably focus more on the older material.
This!I find BECMI to be a diminishing returns kind of thing. My enjoyment is best described visually - B E C M I
Today the most contemporary versions of these still hold pride of place in my bookshelf - Mythras (BRP) and Against The Darkmaster (ICE)
View attachment 69851
I never found the domain management part of the game particularly compelling. Not that I played it much, I don't think anyone did, but the games where I did I didn't find it memorable. I don't think the D&D rules in any version really lean into domain management that well. Just my two cents.This!
I don't think I ever had a pre 3E game go above level 13. So CMI would be more theoretical to me than real.
I never really noticed a huge difference between BX and BE. I encountered BX first so I like it more.
I'm willing to play any D&D.If I ever run D&D again, it'll be BECMI just to spite you naysayers. Aleena died for your sins.
I was just about to mention that myself. The problem with domain management in D&D is that it is an entirely different system that doesn't get added in to a game until late in a campaign. The game I have played that had working domain management have it in place from the start, with Ars Magica being a good example.I never found the domain management part of the game particularly compelling. Not that I played it much, I don't think anyone did, but the games where I did I didn't find it memorable. I don't think the D&D rules in any version really lean into domain management that well. Just my two cents.
Forbidden Lands also has it built right in from the get go, although those two system handle that in very different ways.I was just about to mention that myself. The problem with domain management in D&D is that it is an entirely different system that doesn't get added in to a game until late in a campaign. The game I have played that had working domain management have it in place from the start, with Ars Magica being a good example.
Yes, and Dave Arneson's original D&D started as only domain management and warfare, with the roleplaying adventures growing from that.Forbidden Lands also has it built right in from the get go, although those two system handle that in very different ways.
If there was a strong faction game component to early D&D I suspect I'd be happier with high level play.Yes, and Dave Arneson's original D&D started as only domain management and warfare, with the roleplaying adventures growing from that.
The faction system in many of Kevin Crawford's games is a good way to handle it. You have domain-level factions created for the setting. Once per in-game month, the GM takes a turn for each faction, determining their action. The players can join and attempt to take control of faction or even start their own. Even if the players don't get ever control a faction, they are a meaningful part of the game, not something suddenly pops up at 12th level.If there was a strong faction game component to early D&D I suspect I'd be happier with high level play.
Yup, Crawford does factions well. I really like the faction game from ORE too but that's a little more work to rationalize with a D&D rule set.The faction system in many of Kevin Crawford's games is a good way to handle it. You have domain-level factions created for the setting. Once per in-game month, the GM takes a turn for each faction, determining their action. The players can join and attempt to take control of faction or even start their own. Even if the players don't get ever control a faction, they are a meaningful part of the game, not something suddenly pops up at 12-level.
Yes, Reign is another good example.Yup, Crawford does factions well. I really like the faction game from ORE too but that's a little more work to rationalize with a D&D rule set.
An interesting thing I learned from Jon Peterson’s Game Wizards book was that the original (c. 1980) intent for the D&D Companion was that it was going to be an actual companion - a collection of optional and expanded rules drawn primarily from the OD&D Supplements. High level play would’ve been part of that because higher level spells, tougher monsters, and more powerful magic items were all included in Greyhawk and Eldritch Wizardry, but it wouldn’t have been the whole thing.Harsh, but fair.
I personally had been looking forward to Companion when it came out, mostly based on what had been talked about in the X part of B/X, promising higher level cool stuff for other classes (like Thieves) and armies-and-kingdom level stuff.
I can't say I was all that thrilled with what we ended up getting.
I never had much interest in the final two boxed sets and had moved on to a variety of other games years before anyway.
I'm willing to give it a try!I have run Companion-level BECMI/RC D&D before, so there are at least a few of us out there. And I still want to try to run a 1 to 36 game sometime, just to see if it can be done.
Aa for the Known World/Mystara setting, there's a lot that I like for a setting that doesn't try to overthink things and succeeds at providing a lot of things for PCs to do. But then there's stuff I don't care for too (i.e. Alphatia) -- if I ran it today, I'd probably focus more on the older material.
B/X is probably the most consistent and solid of the early D&D rules sets. If you're interested, the recent Dolmenwood KS is based primarily on B/X and based on the beta PDF I've gotten so far is going to be fantastic.I owned but never really played B/X. Like a lot of kids in the early 80s, I got them as Xmas presents, but dove into AD&D ASA&P.
Looking back at B/X from my current perspective of decades of gaming, I see a really solid game that I would very much like to play.
Indeed! I love the 2d6 skill resolution mechanic, as I'm sure I've mentioned before elsewhere on here because it ensures that people who are good at certain things are reliably good at those things. I totally get why some people dislike skills in OSR (and also why KC games aren't typically described as "true" OSR) but it makes perfect sense to me.The xWN games also have a skill system that owes a great deal to (Classic) Traveller, which is a great starting point.
You say that, but last week one of the characters in my WWN game managed to fail three skills checks in a row, when they needed 8+, and had a net +4 bonus. The player was not amused.Indeed! I love the 2d6 skill resolution mechanic, as I'm sure I've mentioned before elsewhere on here because it ensures that people who are good at certain things are reliably good at those things. I totally get why some people dislike skills in OSR (and also why KC games aren't typically described as "true" OSR) but it makes perfect sense to me.
The words "Basic" and "Advanced" also had a huge impact on me and my friends when were were 12. Basic implied, "it's for babies" and Advanced promised a more mature and sophisticated game. Maybe things are different now, but back then, nobody I know at 12 wanted to be thought of as a child or a baby.The D&D Basic Set as an intro to AD&D was literally how it was created and marketed and intended to work in 1977-80 (the Holmes-edit Basic Set). But in the wake of the Arneson lawsuit and need (for legal purposes) to differentiate D&D and AD&D TSR decided to keep D&D as a separate and distinct game, so in 1981 the Basic Set was revised and instead of pointing to AD&D it was made to point to the new D&D Expert Set which updated and replaced the OD&D “Original Collectors Set” (the 1974 rules) which was finally taken out of print, and the two lines coexisted in a weird and confusing parallel.
The 1981 BX sets never mention AD&D as if it didn’t exist, and it was only in the 1983 Basic Set that they finally added a paragraph in the back explaining that AD&D was a separate game with more detailed rules for tournaments that could be safely ignored because with these sets you’re playing “the original game” (and only in the Rules Cyclopedia in 1991 that they finally published official guidelines for how to convert between the two to run AD&D adventures with D&D rules and vice versa).
This separation also had the weird side-effect that after 1980 (until, like, 1999) there was no introductory starter set for AD&D. So almost everybody still started with the Basic Set but then had to choose whether to “graduate up” to the Expert Set or to AD&D. Almost everybody chose the latter, which is kind of surprising since the books themselves told you to do the former (but I guess the hardback rulebooks and way bigger supply of modules were too tempting for most kids to resist - that plus Dragon magazine being like 90% AD&D content).