Unlike my adventures in Dungeons and Dragons 5e where we cracked the original starter set, rolled up characters, I spent a day reading it and we started playing and then used the essentials kit to expand the world. Returning to my OSR roots to reframe the game was a bit of a challenge. I originally started playing 1st Edition somewhere around 1978. So I remembered it took us along time to figure out 1e correctly and picking up B/X a few years later we played with both pretty interchangeably with all the bumps you imagine that entails. In the end I want to say we were playing a B/X style game without the racial and class limitations and whatever else we liked best from 1e. and for us it worked. Fast forward nearly 40 years, the whole OSR movement, retro clones from OSRIC, to Labyrinth Lord… I am a big fan of Dungeon Crawl Classics RPG as well and the gonzo sword and sorcery nature that it captures so well.
Old School -My original books purchased in 78-79 |
Running an intro game of D&D for 12-14 years olds, I knew B/X was the way to go and I was a happy sometime last year in my You Tube feed to find people talking about Old School Essentials, while the basic game was too limiting for my tastes, the Advanced version was right up my alley as a better more concise version of the game I remember I used to run that we loved so much.
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New Old School....... |
Like any good home game I have my share of optimal and house rules to tailor the game to my group.
We are using many optional rules, like Advanced Character
Creation, Ascending Armor Class (starting kids with 5e, THACO seemed like not
something I wanted to bring into the mix), Weapon Proficiency’s and Specialization, we separate Race and Class , 1e style.. I
added bonus spell slots for higher Intelligence and Wisdom scores, knowing my
kids as I do, they were not going to dig casting 1 spell without having to rest
for 8 hours..So when you read about a second level wizard having 4 spells,
that’s why. To counter that I make them
roll to cast everytime they fire off a spell , on “1” you miscast and I have a
not too horrible miscast chart, that can kill you if you roll bad enough, a 20
gives the spell maximum effect. We use a
converted % to d20 roll for Thieves
Skills to keep it easy and lastly I softened up Death a bit , at 0 hit points
you are unconscious , up to -10 Hp you
get a Death Save…Save or Die negative modifiers may apply…beyond -10 you are
just plain dead.
Loving AD&D Module T1- the Village of Hommlet as I do but having zero desire to ever run the Temple of Elemental Evil again, I found dropping a modified Hommlet made an easy way to get players into the story and the style of play and was pretty simple with following changes. The new faith vs old faith dynamic of Gillespie’s world plays perfectly into the existing story structure.
major changes to original include:
-No Terjon, The Church of St Cuthbert becomes the Church St Ygg, Run by Y’Dey
-No Rufus and Burne, Replaced by a Castellan assigned from
the Viscount of Duchy to build a Castle in this border Village. The are new faith followers of St Ygg
-The druidic old faith worship Silvanus and Herne,
are represented by Jaroo, Brother Smyth
and Black Jay respectively. They represents most of the long standing Villagers.
-Dirk Ironside (Zert) Worshipper of Nergal, A small but secret sect who honor the death cult of Nergal aware of the goings on of the local followers of Orcus and Set, they seek to prevent the discovery of the Tablet of Chaos.
The Hommlet portion is complete and the group is now
approaching Helix where its first forays into the Barrowmaze are soon to occur.
Being far enough ahead should allow me to write episodically pretty regularly re
telling the games exploits as there is no need to catch up to the games real timeline
.
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