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47

History D&D started as a series of little booklets, now called "original D&D" (OD&D). These booklets were basically barely-edited versions of the house rules of Gary Gygax and Dave Arneson. In 1977, TSR hired J. Eric Holmes to develop a Basic D&D game. This was a dark blue, boxed set containing D&D in a single book, plus a module (B1 ...


19

The progression went like this Chainmail was a set of rules for wargaming with miniatures. People wanted to fight the battles they read about in Lord of the Rings, Conan, and other fantasy novels of the time. So the Fantasy Supplement was added. Dave Arneson was inspired by David Wesley Braunstein game to create his own version. He used the Man to Man and ...


10

A quick look at Gygax's polearm list and any good historical reference to polearms will tell you that Gygaxian design was far less concerned with history than the appearance of history. He makes distinctions that really aren't, and goes well into "overclassification." Likewise, "Plate Mail" is a completely bogus term. Mail means chain; nothing else is mail. ...


9

The answer is provisionally sort of. It grew out of historical miniature wargaming, but it is more complicated then that. There was an article written by: Paul La Farge Sept. 2006, "Destroy All Monsters", that can answer this question better than anything else I know. Go here to read the article here: Destory All Monsters There is more information here ...


8

D&D Moldvay only covers to level 6. Cook wrote expert. However, Moldvay states: 4 2 1st level, 1 2nd level<br> 5 2 1st level, 2 2nd level<br> 6 3 1st level, 2 2nd level D&D Basic, p. B18 No third level clerical spells are included in Moldvay. Cook Expert shows your hop: L Title Spells 1 Acolyte - - - ...


8

The only reference to creating Magic Items in the 1974 edition of Dungeons & Dragons is found on page 6 and 7 of Volume I (Men & Magic). In there it says Wizards and above may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical. Looking at the level chart on page 16 of Volume I we ...


7

In the 1970s, D&D was played in a very abstract manner. Were you to get realistic -- such as calculating the treasure available and comparing it to local or national finance -- the result would immediately show the absurdity of the system. But that didn't matter; the point was to have fun and not worry about the details. (My how things have changed in 30 ...


6

I either use the XP for gold rule, or I eliminate it entirely. In my earlier-edition games I prefer to see characters level organically, gaining XP as slowly or quickly as the players' choices enable them to given the opportunities presented by the DM. Taking a laissez-faire approach to the PCs' levelling removes some of the pressure on the DM to make sure ...


6

I think it can be done quite easily. In Labyrinth Lord, each monster has a set of Saving Throws like this: MONSTER SAVING THROWS Save Type: GM rolls this or better Chance of save: Breath Attacks: 16 5/20 Poison or Death: 11 10/20 Petrify or Paralyze: 14 ...


6

Found this in a 2009 WotC blog post: 1st Edition AD&D allowed for PCs to create magic items, but the #1 piece of advice given to the DM in this regard was, "Do not tell them how this is to be accomplished!" (DMG, pg. 116). Characters had to discover every aspect of the process through quests or trial-and-error. The challenge was so daunting for players ...


5

You can easily search for that on RPGGeek, which has a comprehensive database of all RPG products. Here's the search for D&D, and you can then drill down by version and filter by product type if you don't want cards and whatnot. Or given your specific needs, the RPG.net database distinguishes AD&D out from D&D. That includes second edition.


5

I hesitate to answer, because the only answer I can think of is tangential to your question. Really, classic D&D relies on the DM is making certain kinds of decisions, and part of that decision process involves rolling to decide things behind the scenes. I absolutely love semi-diceless mechanics, but there are so many parts of class D&D that I just ...


5

Here are some original old school D&D modules that should be easy to find and not cost you an arm or a leg if you buy them online: I1 The Forbidden City (TSR, 1980): Old school AD&D sandbox setting in a "lost" jungle city inhabited by snakemen (yuan ti), frogmen (bullywugs), and lots of other weird and dangerous creatures. Lots of room for ...


5

1973: woodgrain box D&D. 1974-76: supplements come out for D&D 1977: Holmes collates the "basic" set, incorporating much of Supplements 1 & 2 into the rules. White editions of original rules sold as "Classic D&D", AD&D announced. 1979: AD&D starts to be released, with the PH, based firmly in Holmes' work. 1981: Moldvay simplifies the ...


5

Ruins of Ramat by Brave Halfling will work well. It has a pair of demonic creatures (low level) so the referee can definitely present it as a bit of weird fantasy. I ran it successfully at several conventions and in my campaign. For older material you can get Book of Treasure Maps City State of the Invincible Overlord, the new version is good as well and ...


4

Come on people...the dice! Adam mentions that the Holmes version came with chits instead of dice after a while. When it came with chits, it also came with a coupon for a set of polyhedra. These were terrible, soft, twisted and awesome! The white d20 would turn pretty spherical and roll forever after a year or so of play. The blue d12 was as soft as ...


4

As a GM, do you think in percentages? If so, and if you're going to tweak in LFP, then skip the d12 and jump to the d20. That makes it much easier to award bonuses & penalties in 5% increments. When that 1/6 is downshifted to 3/20 the difference is miniscule (1.6%)... or what the heck, tilt it in the player's favor (4/20); it won't change the game. ;>


4

A d12 skill system can be very elegant. See for instance Lord Kilgore's direct translation of the thief skill progression to d12. http://www.lordkilgore.com/labyrinth-lord-d12-thief-skills My ref uses a roll-high d12. Add your skill bonus to your roll; if the total is 12 or higher it's a success. E.g. with a +1 bonus you must roll 11 or 12, so 1/6 chance. ...


4

The Acaeum Rulebooks: http://acaeum.com/ddindexes/rulebooks.html Modules: http://acaeum.com/ddindexes/modcode.html Miscelleaneous: http://acaeum.com/ddindexes/misc.html "The Rares" http://acaeum.com/ddindexes/rares.html


4

For my campaigns, both back in the 80s and today, I ditched the gold for XP system. There are plenty of things that players can and want to spend gold on in my setting (like building a stronghold) so that accumulation of wealth isn't that big of an issue. In its placed I use a roleplaying award. It is calculated as: <level> times <xp factor> ...


3

I often changed the XP rate to 0 for non-thieves, and 1 per 10gp for thieves. Slows things down a good bit. For levels 1-3, it went from one level per dungeon to 2 levels per 3 dungeons. For levels 4-6, it slowed things somewhat more. For high levels (10-15) it really slowed things down. I've done this in AD&D 1E, Mentzer and Cyclopedia D&D, and ...


3

Tim Kask, first employee at TSR, recalls what OD&D was intended to provide to the wargaming circles that many of the creators "pal'd around" in... Tim Kask discusses the "original goal" of OD&D in a historical context (link takes you to the direct anecdote, watch the whole video for more context). Tim relates a "gaming story" from before TSR ...


3

The original Palace of the Silver Princess, which TSR pulled, is still available for free download from the WotC website although not easily found. While it has some uneven bits I think it fits a well in the broad LotFP WFRPG very well and could find a place in your hex map or WNW if you're using it. For deserts/wastelands TSR's Lost City for Basic (B4) ...


3

I would even suggest T1 Village of Hommlet or B2 Keep on the Borderlands. These two adventure are great places to start and have the potential of building into larger adventures later on. And as mentioned above, the one page dungeon collection. Those are a lot of fun and are small enough (most of them) to do in one or two sessions to get your new player ...


3

Dragonsfoot is a pretty good resource, too. Their adventure section has a lot of adventures, including low level adventures. In the 1-4 range, I like: DF14: Goblins Tooth I: Moonless Night by Lorne Marshall, for 6-10 characters of level 1-3 DF18: Where the Fallen Jarls Sleep, by John A. Turcotte, for characters level 3-5 L4: Devilspawn, by Len Lakofka, ...


3

Episodes 5, 6 and 7 are here: http://rpggeek.com/rpgpodcast/7082/robertson-games According to various blog posts in late 2011, the "first half" of the series is not available for sharing. PS the free one-page dungeon is here: http://www.lulu.com/shop/robertson-games/the-ancient-academy/ebook/product-4860255.html


2

When I played and DM'd 1st edition back in the day we didn't typically award any XP for gold obtained, we gained XP for: monsters overcome (typically killed) magic items gained roleplaying bonus awards quest awards random awards (get the DM a drink, etc) Advancement was slow, usually 2-3 levels per year of play for a weekly game. It worked for us back ...


2

When I'm running an old-school game, none of those d6 rolls are made by my players, to better preserve the players' ignorance of things that their characters don't know, such as a missed Find Secret Doors roll or even the fact that such a roll happened. In this tradition, rolling dice for these things is more like a private Oracle for what situations the DM ...


2

There are also lists of D&D rulebooks and modules in the English Wikipedia: http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_rulebooks http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_modules


2

See also the Acaeum Wiki which is maintained by other people and does include a pretty comprehensive coverage of 2nd edition. See http://wiki.acaeum.com/wiki/Category:Advanced_Dungeons_and_Dragons_2nd_Edition



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