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35

This question is very much about personal preference; therefore there isn't going to be a "right answer" or "solution." Here are my reasons for still playing: AD&D 1e is the last edition where a player's skill during the game mattered more than their skill during the character creation process (if we ignore some of the changes introduced by Unearthed ...


20

The traditional way of handling PC death in AD&D is for the player to roll up a new, 1st-level character. The bite of death is strong in AD&D, and the intention is that players treat the risks of adventuring very seriously. However, what is traditional isn't universal—plenty of groups made up their own table rules for how to make a character after ...


19

There are three reasons I can immediately think of that apply to new players - they're the reasons that my group started with an earlier edition of D&D, rather than later ones. Early D&D has much simpler and faster combat, with most attacks just being a roll of 1d20, a table lookup, and a damage roll if successful. Spells require a save or attack ...


17

This isn't rare at all. This is the Monster Manual from the 1st edition of Advanced Dungeons & Dragons. It's worth about $5–$25 (US) on eBay, depending on condition. I got mine there for about $12, a few years ago, and prices haven't changed. Yours looks to be in fairly beaten condition, so you're unlikely to get anything much for it. Although it's not ...


14

Write places apart from their location You can make your dungeons apart from their locale. Perhaps you've written up an encounter in the catacombs of the sun god, but the party keeps walking around in the harbor district instead of the city center? Move it to the temple of the sea god! Thieves' Guild up to no good? Party has found another of their hiding ...


13

You don't have to spend much time at all in order to make travel matter. Two major ways: Yes, use the random monsters. They represent a pressure that means the PCs must always consider the danger of the places they travel through, and prepare for it (or not, and occasionally suffer for it). They can also be springboards for new, unplanned adventures, which ...


12

Try to ignore segments. They're a concept that was mostly introduced to keep track of how long it takes to cast a spell (more on that below), and aren't helpful for the rest of combat. Instead, concentrate in the actual initiative results. Treat the action of a round as mostly simultaneous, but with the winners of the initiative getting the advantage. So ...


12

Tomb of Horrors appears to be the odd one out in terms of published adventures, originally designed very specifically as a challenge to his own group. Gary Gygax himself said "There were several very expert players in my campaign, and this was meant as yet another challenge to their skill—and the persistence of their theretofore-invincible characters" The ...


11

The AD&D Dungeon Master's Guide provides alternate methods of generating ability scores on page 11 under the heading Creating the Player Character. Some of these produce much higher average results than others. But it sounds like ability scores have already been generated. AD&D Is Fair as Written Ignoring the possibility of favoritism and loaded ...


11

Fate can readily emulate any sort of setting. Fate's rules and mechanics are setting neutral, you could run a very AD&D style campaign in Fate for your son without the rules detail and allowing you to focus on the story. As the designers themselves say in the core rulebook Fate doesn’t come with a default setting, but it works best with any ...


10

I've stuck with an older version of the system for one simple reason: investment. Rules, campaigns and adventures for older editions of D&D can be obtained at ridiculously low prices either second hand on in e-format direct from the publishers. For a tiny outlay, you can accumulate a vast treasure trove of material for your games. A lot of this ...


9

The AD&D Dungeon Master's Guide (1979) contains information on acquiring spells on pages 38-40. It's... complicated, but, in short, clerics and druids get any low-level spells they want, and initial magic-user and illusionist spells are acquired randomly. Clerics & Druids Clerics and druids cast any spells they want of up to 2nd-level spells, but ...


9

Gygax wrote up a sample in the 1st Ed DMG - Pages 96-100. There is also some lead-in and outline discussion that sets the scene for the sample play. It narrates, multi-voice in the first person, an initial exploration and beginning combat in a low level dungeon. You only get the voice of the DM and the party leader. Apparently Gygax's method involved ...


9

It's important when tackling this to notice that D&D Next saves' math are tied to the effect, while AD&D saves math—despite the names being that of effects—are actually tied to class and level. That means that there's no way to crunch the AD&D math to find a conversion formula—the numbers are representing different things. As ...


8

There are different ways to handle this, but if he starts at level 1, he won't be far behind for long. Give him a full share of the XP, and the progressive cost of leveling will make sure that pretty soon, he's only one level behind. And eventually he'll be the same level as the others, just leveling up a few sessions later. But if you prefer to have him at ...


8

Counters are a really useful tool. You give each player a (for example) red counter per ration they have, or other limited resource they need to spend every set amount of time. The DM gets 23 black counters that are each 1 hour, 5 blue counters that are each 10 mins, 9 green counters that are 1 minute each, and so on. Then when time passes you move a counter ...


8

By far the simplest solution is to start the players at a higher level. If you dont' want to do that then get either B1 In search of the unknown, B2 Cave of Chaos, N1 Against the Cult of the Reptile God, or T1 Village of Hommlet. Get them leveled up through those adventures and then proceed to the A series. I personally used Hommlet and made the evil cleric ...


8

This depends on your group. Eventually they'll figure out stuff like armour class by seeing which rolls are enough to let them land a hit and which miss, and telling them beforehand lets them see whether they hit without you needing to look up any tables, so in my games I usually let the players know what armour class an enemy is, at least once they've ...


8

For question 1 what to do for places you have not yet written, there are two great options. Quantum Ogre: This means that you have some places defined but not exactly where they are. When the players adventure into an unknown place, you give them this predefined but unplaced encounter/plot hook etc. Random Tables. Prepare some random tables for your ...


8

Gygax could be very cagey about questions like this and would give answers such as this one. But my impression of reading his comments, and sometimes communicating with him directly was that he didn't really stick to any one method and let players choose how to generate characters from the options listed in DMG and others he deemed "not cheating". Both he ...


7

The AD&D manuals are awful to learn from in an efficient manner. They are wonderful for long, meandering explorations of the game (probably sitting in an overstuffed leather chair in front of a crackling fire, with a snifter of brandy or somesuch signifiers of studious leisure), but when you're just trying to get up to speed for the first time on how the ...


7

Groups Used to Have More Players It wasn't unheard of in RPG gaming's early days to play in much larger groups than are expected when playing contemporary RPGs. A group of 6 was reasonable, and I played AD&D in high school with groups as large as 12, with players rotating in and out week by week. Thus it's not uncommon for older adventures to be built ...


7

As far as I know, there is no official conversation guide or converted and re-printed adventure module for The Temple of Elemental Evil. But there is a 3rd party conversation on ENWorld Conversation library. It is a fan-work and I did not check it much, but it looks pretty good for an old but legendary adventure module. You can either examine the ...


7

The simplest answer is to hide those things that cannot reasonably be known by the character, or figured out routinely by the player, and give such details as are necessary. AC is a tricky one. Some details can be figured out easily (the guard is wearing chain mail, so his AC is probably around X), but sometimes you'll want to lob a few surprises at people ...


7

As Dakeyras said, there's no official, concise, complete Eastern European setting for D&D. However, with a little effort , you can create your own, based on fragmented D&D resources and material for other rpgs, both of which will require conversion... but as a GM/DM that shouldn't be too much of a challenge. I'd suggest taking a thorough look at ...


7

So besides your history with AD&D, is there any reason your actual kids want to play that instead one of the thousand other games in various genres out there? And while with an AD&D background you may find some of the FATE mechanics new and odd, for someone just starting in the game, do you have any reason to think they'd have more trouble picking ...


7

Regardless of whether it's because of a tie on the initiative roll, magic, or something else, this is covered in the DMG on page 66, "Simultaneous Initiative". (It even mentions haste explicitly as falling under this rule.) Basically, If they're both using weapons, then whoever has the weapon with the fastest speed factor goes first within the segment. ...


6

Mechanics-wise On the mechanics side, fair depends on what the group wants out of the game. The hardcore method is start over at 1st level. This worked better in very old D&D when groups often gave players several characters. This is pretty painful when you've spent months or years building up a character. Most groups I played with typically put you ...


5

This may seem counterintuitive, but one thing I did that was both simple and efficient was to avoid getting too detailed about it when detail didn't really matter. If the scenario doesn't demand meticulous tracking of time, a ballpark figure will often work quite well and will save time and effort that you can put into more interesting parts of the game. ...


5

I touched on this in your broader question, in that basically much of it comes down to two options: If the action isn't something critical to the storyline or something entertainingly done (e.g. your example of trying to avoid fall damage) you would simply decide for yourself what the chances are of accomplishing the task, and roll (or have the player ...



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