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Topics - Pladohs Ghost

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Community Creations & Kickstarters / In the thick of things
« on: September 17, 2017, 06:51:22 PM »
I'm to the point now where much of the working outline is ready to be written on a project. I view it as an OSR game, though it's certainly not a retroclone. It's the game I wish I would have had as a beginner all those years ago, I reckon. The idea was to turn the collection of mismatched, not-always-fully-considered systems and mechanics into a more cohesive collection of systems.

I'm hashing out the details of many bits, and find that I want some feedback on the bits as I consider them before writing them up for playtesting. I figure this could be a good place for that, as you folks are also old school players; I don't expect any of you to ask why I don't do something the way PbtA does. ;)

So, the game is a fantasy rpg. It will offer basic rules and advanced rules. The basic rules are intended to be very much a beginners' set, though I expect some groups would be quite happy to use them for regular, ongoing play. The rules are intended as toolsets for GMs to use, and the most basic toolset found in the basic rules is sufficient for ongoing play.

On the face of it, much of what can be found in the Oed/BX/AD&D rules is present: classes, levels, hp, etc. The details of those elements has changed, though not in a fashion that makes them unrecognizable. It should feel quite familiar in many ways to old school players.

I'll ask about different topics in individual messages in the thread. I believe we'll begin with questions about classes.

First Edition AD&D / Favorite House Rules
« on: August 31, 2016, 06:40:32 PM »
I've played so many campaigns with varied tweaks to the rules. I tweaked many of the subsystems in different ways at different times, and most of the DMs with whom I played did also. I assume house rules were common as groups tweaked the game to match their preferences.

So, what are your favorite house rules?

Double hp at first level? Smaller hit dice for PCs?
Alternate classes or class abilities? New classes?
Changes to surprise? Initiative?

Do tell!

First Edition AD&D / DM first, player later
« on: April 24, 2016, 10:25:08 PM »
I've long wondered how many folks began as DMs before ever sitting as a player. In the favorite modules thread, it looks like three of us mentioned such a start. How many more?

I was first introduced to the game at a summer program in 1981. Another student there told me all about this game. He hadn't brought any of the books along with him, though, so I didn't get to read any of the material. We just discussed how it was played and what could happen in play.

That fall, when school started, a new student to our system showed up with game books. He loaned them to a friend I had a class with, where I saw them. I then asked if I could borrow them to read up on this game I'd heard about. The first book I borrowed? The DMG.

A week or so later, the guy who owned the books asked me if I wanted to play. He was getting a group together and wanted to know if I would DM for the group. I had little clue exactly what that entailed, so agreed. He handed me a copy of the Village of Hommlet, which I read four times through before we met to create characters.

The first session we played was interesting, as he was explaining to the rest of the players what they needed to do while also helping me keep my end of things functioning. That provided context for what I'd read in the DMG--and finally getting a chance to read the PH added more. By our third session, we sounded as if we all knew what we were doing, I reckon.

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