Aug 17, 2020 5:23 pm
I'm currently running a game of 5e here, and am really enjoying the system, though it's certainly been a learning process so far.
I have more history with running the old Basic/Expert (Moldvay) D&D rules, and would be curious to know if anyone would like to give a on old school game a shot. I still intend to run my 5e game every day, but as a bunch of games I was playing in/running have ran their course and come to their conclusions, I have the spare time to run some new ones. What I have in mind:
1. We would be using the B/X (Moldvay) D&D rules. If you don't have the Basic/Expert D&D rules that's fine, you can get them for free as Old School Essentials (OSE). I'm actually using the physical copies of the Old School Essentials books because I like them more than the old B/X D&D rulebooks, and if you have the OSE books, you have the B/X D&D books and vice versa; the author of the OSE designed his books to be a 100% rules clone of the original B/X rule books, simply reformatting the information and cutting out the useless fat to make everything more concise and easier to find, which makes my job as a DM easier to do.
The one exception to the B/X books would be the use of Advanced OSE Classes. Basically the original OSE books, with the intention of staying true to B/X, only offered the core classes (Cleric, Fighter, Magic-User, and Thief in the human category; and then Dwarf, Elf, and Halfling in the race-as-class category). We would have access to the OSE Advanced classes, which incorporate more human and non-human classes more commonly found in AD&D (acrobat, assassin, barbarian, bard, druid, illusionist, knight, paladin, and ranger for humans; drow, duergar, gnome, half-elf, half-orc, svirfneblin for race-as-class characters). These "Advanced" classes, though not available in B/X rules, have been designed to work with the B/X rules.
2. We would have two options of what our campaign will be, based on the interests of those that want to join the game. Our options are:
a) We run a traditional long campaign module. For this option, there are a number of D&D adventures that I have always wanted to try out, most of which would be AD&D modules, but converting them shouldn't be too much of an issue. Using a prewritten AD&D module, I think our options would be T1-4 Temple of Elemental Evil; N1-5, beginning with Against the Cult of the Reptile God; or the AD&D 2e module Night Below.
b) We run a megadungeon. If a megadungeon sounds more interesting, I was thinking I would run Barrowmaze.
Running any of the prewritten modules of Option A will, I suspect, result in a more roleplaying-focused style. Running through the megadungeon, will certainly have some roleplaying, but I suspect it will be more of a loot-and-scoot style of game, with heavy focus on combat.
Any interest or suggestions?
I have more history with running the old Basic/Expert (Moldvay) D&D rules, and would be curious to know if anyone would like to give a on old school game a shot. I still intend to run my 5e game every day, but as a bunch of games I was playing in/running have ran their course and come to their conclusions, I have the spare time to run some new ones. What I have in mind:
1. We would be using the B/X (Moldvay) D&D rules. If you don't have the Basic/Expert D&D rules that's fine, you can get them for free as Old School Essentials (OSE). I'm actually using the physical copies of the Old School Essentials books because I like them more than the old B/X D&D rulebooks, and if you have the OSE books, you have the B/X D&D books and vice versa; the author of the OSE designed his books to be a 100% rules clone of the original B/X rule books, simply reformatting the information and cutting out the useless fat to make everything more concise and easier to find, which makes my job as a DM easier to do.
The one exception to the B/X books would be the use of Advanced OSE Classes. Basically the original OSE books, with the intention of staying true to B/X, only offered the core classes (Cleric, Fighter, Magic-User, and Thief in the human category; and then Dwarf, Elf, and Halfling in the race-as-class category). We would have access to the OSE Advanced classes, which incorporate more human and non-human classes more commonly found in AD&D (acrobat, assassin, barbarian, bard, druid, illusionist, knight, paladin, and ranger for humans; drow, duergar, gnome, half-elf, half-orc, svirfneblin for race-as-class characters). These "Advanced" classes, though not available in B/X rules, have been designed to work with the B/X rules.
2. We would have two options of what our campaign will be, based on the interests of those that want to join the game. Our options are:
a) We run a traditional long campaign module. For this option, there are a number of D&D adventures that I have always wanted to try out, most of which would be AD&D modules, but converting them shouldn't be too much of an issue. Using a prewritten AD&D module, I think our options would be T1-4 Temple of Elemental Evil; N1-5, beginning with Against the Cult of the Reptile God; or the AD&D 2e module Night Below.
b) We run a megadungeon. If a megadungeon sounds more interesting, I was thinking I would run Barrowmaze.
Running any of the prewritten modules of Option A will, I suspect, result in a more roleplaying-focused style. Running through the megadungeon, will certainly have some roleplaying, but I suspect it will be more of a loot-and-scoot style of game, with heavy focus on combat.
Any interest or suggestions?