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I have had to add a magical plant, which when processed, slows the aging process. I felt a bit harsh killing retired characters, so the rich and powerful tend to not age too much. Some players are fine with their characters to die off, but thats there choice.
Lastly we sometimes dust off old characters to deal with major problems or just for mainly RP type sessions.
It requires some investment to keep it up but it is really nice to meet ppl on a regular basis for other things than food or alcohol.
I think streamlined vs complexity is a topic that should be discussed here. Complexity isn't a bad thing- Street Fighter is more complex than Mario 1. But that doesn't mean it's bad, obviously. PF2e vs D&D5e are similar. Both are great games depending on what sort of complexity you're looking for, and that's personal taste. For me, 5e isn't complex enough.
Combat is a lot more interesting, its not just roll d20's burning down the HP of whatever you fighting. I tend to find that 5e battles seem very same-ish.
As a player, I think it has a higher learning curve because of the new action rules and the vast amount of actions one can do, but personally I think it's a good thing :)
Most important is that everything is canon. Sometimes a campaign fizzles out. Still canon. The end of that adventure is free for the next DM to write out as they wish. Often these campaigns are considered to have had the party fail their quest.
In college, there was a group who played in the dorm lounge and hearing them play, I ended up losing interest in the game. My imagination of how the world I'd designed would come out and the reality of a game just didn't conform to each other.
Maybe it's similar to seeing someone speed run a video game where you mainly go for the sensory thrill of taking it slow. And you feel some pressure to get "better" but it doesn't exactly sound fun. Maybe something like that, anyway...
Personally I like to house-rule away just about everything that bugs me about any given game, if I like the setting for example. (And I also appreciate games with optional rules like "here are some ideas for making this game more heroic and less depressing for your PCs")
For example I was using one system and realized the writer didn't care very much about how one weapon differed from another, except in terms of raw damage. So I found a way to take the game in the complete opposite direction and I called my rules framework PaG, for "Play as Gun." (As opposed to playing as a character)
Every rule that the original game used for creating baroque characterizations was applied across to weaponry, and then ammunition. I started getting into all kinds of crazy smart ammo and it was a lot of fun.
This got me thinking of the idea of Ammo As Character in which you could effectively write up your ammunition as an archetype and play it as a character in the game.
That world got really cool fast, IMO. And mostly just to me. But that own-world, own-prefs stuff is a huge part of TTRPG culture.
Having more complex weapon behavior like that works much better in computer games where players can just play without having to understand what things does.
Here's an "attack table" for one specific weapon in Rolemaster: you roll a 1-100, add and subtract a whole lot of offensive and defensive bonuses and end up with a result like "15DK" -- 15 hit points of damage and a severity D critical hit on the K (Crushing) table. The broadsword can give both Crushing and Slashing criticals. That again has 20 random outcomes such as "Strike lower level; tear tendons. Foe is at -25%. +3 hits. Foe is stunned and unable to parry next round"
https://writeups.letsyouandhimfight.com/hulk-smash/hrnmaster...
I still think ShadowWorld (the main Rolemaster campaign setting) is the most detailed and well put together setting I've ever seen.
Just checked, ICE and Rolemaster are still going.
The rules shouldn't be a straightjacket dooming the players to a death spiral of despair and boredom. Especially so if they're your own houserules.
Personally I don't even understand why people buy rulebooks anymore. Just for the art I presume, or to cannibalise for their own systems and settings.
If I were ever to return to play, I would aspire to have disposable characters die glorious deaths and weave an epic tragic tale instead.
My brother was much better than me. He was a Dungeon Master. Now he writes fantasy novels.
https://www.amazon.com/Adventures-Damnation-Kane-I/dp/138779...
> Damnation Kane: Irish pirate captain, born in 1650 to an English Puritan and an Irish druidess. Through means mystical and mysterious, somehow Damnation finds himself, with his ship The Grace of Ireland and his crew of scalawags, in strange seas. His ship damaged by battle and by storm's fury, Captain Kane and his men seek a safe harbor; in the process they make dangerous new enemies, and tensions among the crew worsen. Because they do not know where they are, nor how they came to be there. Is it Hell? An undiscovered country? The land of the Fae? No: it is Florida. In the year 2011.
The novel isn't D&D swords and sorcery, but my second favorite scene is fantasy-like, where Kane's druidess mother casts an elaborate spell in a desperate attempt to contact him across the sea and centuries. (My favorite scene is where the pirates invade a Home Depot, and the guy with no thumbs swinging chains attacks a table saw...)
D&D definitely played a role in developing his narrative talents. Amazing game.
Dunno why it's not on Amazon, but it's available as an eBook on SmashWords in several different formats including mobi (Kindle).
https://www.smashwords.com/books/byseries/33132
The first 8 chapters can be read for free on the SmashWords web reader:
https://www.smashwords.com/extreader/read/823124/1/the-adven...
> Time shenanigans is one of the bingo square prompts this year on /r/fantasy
Oho?
The full title is "The Adventures of Damnation Kane Book I: Out of Place and Out of Time".
Here's a teaser (the story is mostly told from the perspective of Kane as a ship's log):
> But that thing that I saw when we came in sight of the shore! I thought it was a part of the land: the White Cliffs of Dover on the shore of the New World. Until it moved. Until it blew smoke from its back, like the spume of a whale, and sounded a horn that could have drowned out Gabriel’s trumpet, and then it sailed across the bay before us. Against the wind. Against the tide.
> It was a hundred feet high, two hundred. Pure white, shining like the clouds in a summer sky. It would have stretched from one end of the village where my mother raised me to the other, and beyond. It was smoking – there was fire on it – fire, the curse of ships, the terror of all sailors. And it sailed through the waves, without sail, without oars.
> I looked through my glass and I saw the faces of the men and women aboard. I saw children. They smiled.
> I looked at its bow and I saw written there in letters as tall as a man, “GRAND PRINCESS.”
> It was a ship. A ship the size of a mountain.
> We are in Hell.
Here's the /r/fantasy bingo: https://www.reddit.com/r/Fantasy/comments/ttrev1/official_rf...
At the moment of watching the show I didn't realized but, after learning the fact, it was obvious that I had been watching a role campaign.
https://en.m.wikipedia.org/wiki/The_Legend_of_Vox_Machina
I’d loosely describe it as Final Space set in Middle Earth. Though I found the humour far less forced than in Final Space.
Osr authors have produced many wonderful books. Definitely worth checking out. So games like OSE are carbon copies of older games. Other like knave try to modernise and streamline things while keeping the spirit.
There seem to be two categories of OSR games, as far as I can tell.
One is a category of games that are more or less faithful reproductions of some pre-3.0 edition of D&D rules, without any setting information. This is possible apparently because of an (untested?) understanding that rules cannot be copyrighted.
Most of those games are free downloads. Just the ones I have on my drive:
OSRIC (Old School Reference and Index Compilation)
Dark Dungeon (2nd ed. D&D?)
Labyrinth Lord (1st ed)
Old School Essentials
Swords and Wizzardry
Neon Lords of the Toxic Wasteland (1st ed. BX)
Lamentations of the Flame Princess
Lightmaster
Dungeon Crawl Classics
Some or all of those games are referred to as "retro-clones".As far as I've read up, DCC and Lightmaster seem to be the ones that depart the farthest from the original rulesets.
The other category is a category of rules-light, low-effort games that are often no more than a commentary on D&D and TT-RPGs in general, sometimes in zine format.
I don't want to give too many examples of those because my description probably sounds disparaging enough, but see this link for some such games (or "games"):
https://liberludorum.com/2021/03/29/sword-satire/
And I'm probably missing a few categories of OSR games. For instance, The Black Hack, Rogue, Troika and Into the Electric Bastionland seem to be OSR, but I haven't had the chance to read them and figure out what they're about. Anycase, the OSR movement seems to have started around the time of this essay:
"A Quick Primer for Old School Gaming"
https://archive.org/details/a-quick-primer-for-old-school-ga...
If anyone understands what OSR is, or means, better than I do, please help because I'm just confused. I don't even know what the comonly accepted definition of the "OSR" acronym is supposed to be (or if one exists even).
A lot of the Troika book is character profiles/archetypes/etc. if you tell someone this is a wild game, make up your craziest character, they will probably not be as “out there” as the provided archetypes. You roll 2d6, and get a refined alien cannibal (well, not exactly a cannibal, I guess, someone who wants to eat other characters) or a character that has become “enlightened” (chemically, surgically? I can’t remember) to the point they have very little thought. So anyway, between wacky characters and wacky skills, that’s what in the troika book. Some simple rules, No setting aside from a one session adventure, but flavorful skills and character ideas.
What I don't understand is what common elements Troika and Electric Bastionland, for example, share with Dungeon Crawl Classics or Old School Essentials. They seem to me like completely different kinds of game, in tone, mood, rules, and everything else besides.
Not that this is a bad thing, I just get confused about what's OSR and a bit frustrated that it seems a bit cliquey in the end. Like you gotta be an insider to get it and if you don't get it then you don't need it explained.
> In no case does copyright protection for an original work of authorship extend to any idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of the form in which it is described, explained, illustrated, or embodied in such work
The core rules have no copyright protection and it's "untested?" because the language of the law and the interpretation of it is pretty clear and consistent.
https://www.americanbar.org/groups/intellectual_property_law...
These are not really all satires, although I like that post about satirical games a lot.
The Quick Primer is about as good a general definition of OSR as you're going to get.
And players can range from mildly disinterested in combat to tryhard min-maxers. Similar vein, but finding a group with the same overall style is helpful both from a balance and a fun perspective.
I imagine game mastering to be a lot like that. Except when playing a game or D&D you also have a bunch of people participate in your presentation. I think you may have skipped the practice part a little too much, but I’d encourage you to get into to it as a player because it can be really fun with the right group.
I personally play AD&D with a bunch of other 35-40+ year olds, and the primary reason is to spend a few Saturdays each year drinking beer. Basically the reason for which I play blood bowl. The stories we go through are better than playing Baldurs Gate was though, largely thanks to our game master and the fact that nobody is too serious, and maybe because AD&D wasn’t designed to be as forgiving or “your character is now a God” as the modern systems. Anyway, we found our group through Facebook, and while there are two sets of “friends” in it half of it are solo players who joined us, so it’s certainly possible for you to find something if you look!
https://www.polygon.com/22525941/how-to-hire-a-dungeon-maste...
Then she saw the section for pay to play games, hosted by professional Dungeon Masters (DMs), that typically cost between $5 and $25 per session.
> she runs about eight to 10 games a week, charging six to seven people $15 each for four hours of 5th edition D&D.
So $900/week for forty hours, a $45k self-employed job that a lot of people would be happy with if it lasted.
This was when I was in middle and high school. I’m 34 now and I’ve still not played a single game lol.
I have no idea why. Just a weird phase I experienced.
In my experience, you can run an entire session on basically nothing. Half the time I make things up on the spot (and keep track of them so they’ll still be the same when players return), but most of the time the players make the story.
It’s especially helpful when they’re discussing what they’re thinking the reason for something is between themselves, because one of those is pretty much always a good one (even if they settle on a different explanation afterwards xD).
Epics and long-form narratives are really important in TTRPG culture. While originally pretty overwhelming, I learned a lot by running long-form campaigns myself. I find that the session-level complexity is usually best when kept very low, compared to what people think. The scope of events is also kept low in terms of things like "what happened today".
Personally I find that there's something about dialing the dopamine down (contrary to what people would expect) that helps the game feel easier for everybody to play in the long term.
My kids allow me to GM a couple of ongoing long-term campaigns for them, one that went from dungeon crawl to space adventure within 2 sessions and continued into space opera territory, and another long-form high fantasy campaign that's been going for 4 years now. The former uses Supers! RED [2] and the latter is based on GURPS [3]. Both are kind of gear-and-pet-fests for them so it's part of our job together to manage all that. :-)
(Including links in case others are interested in the publishing culture or games themselves)
0. https://www.palladiumbooks.com/modern/recon
1. https://www.dwdstudios.com/frontierspace
2. https://www.drivethrurpg.com/product/130108/SUPERS-Revised-E...
Even in more traditional games, I feel like I also see that tendency in certain parts of the Old School Renaissance scene, which makes me wonder if it's got something to do with the plethora of different systems that are out now. If I'm only going to have time for one game a week, I might not want to end up stuck to one setting and one system, but rather try deadly space horror in Mothership, surreal British fantasy in Troika!, steampunk metropolis Victoriana in Electric Bastionland, etc.
I'm intrigued to see if this sort of style, where one jumps from game to game relatively easily, but doesn't invest so much in a single character or world, will be as long lasting. I think the danger is that eventually you run out of new things (although that honestly seems hard at the rate that new games are being punished), but a lot of these games are fairly replayable, and my impression is that people keep on coming back to their favourites.
It makes less sense to me as someone with a lot of TTRPG baggage, like back when I was a kid there was going to be a campaign to justify the character one wanted to become. But I do love to see the energy that goes into the newer games.
Socially I guess I can also see why it may help to switch things up for a lot of reasons. Maybe treating TTRPG night more like a mutable board game night allows some groups to keep on going. Or maybe we're really on the verge of some new industry discoveries that could explode into gaming we couldn't imagine before, without this new world of different gaming perspectives.
It was great fun and a great way to get exposure to new (to us) systems. I can't imagine the wacky hijinks of Toon in another way now. Or starting a session of Munchausen at 2 in the morning - with a whisky, because, you know, Munchausen. There was also serious stuff: Star Wars d6, of course the Empire knew about the trench run and had taken precautions! So while Han & Luke were freeing Leia, we were out to sabotage those countermeasures. I even got Kenobi's light saber out of it.
Highly recommended to those who can afford a while weekend like that.
Could you point out the cool stuff? As someone not staying up to date, all those PDFs do look alike.
Pigsmoke and Damn the Man Save the Music are smaller but also very good.
You mean like what happenned to wargames back in the day, when D&D came out? Nobody makes or plays those anymore, far as I can tell (and from what I gather, the majority were solo-played anyway, which sounds a little sad).
This might be a little morbid, but I often wonder what Gygax and Arneson, and the other people involved in early D&D, thought about the genre they had started up, as they went to their graves. "I left something worthwhile behind", or "Why are all those people messing up my game"?
That's right, but I wonder whether this is more of an effort to find and occupy a niche in a market where D&D still sucks all the air out of the room. D&D and some other big-name games like Pathfinder, or Vampire I think. I'm not even sure anymore.
WILD
Thank you for sharing!
Dungeon Crawl Classics has its own special concept related to death for character-development purposes, known as the Funnel.
If you played smart you could certainly keep a character alive, so the idea that older editions of D&D were wantonly fatal isn't really correct, but any time you left your character's fate up to the roll of the dice, you were taking a risk, so the smart play was to rig any such encounter in your favor as best you could. If you did manage to live, your characters would tend to retire, taking ownership of domains, running wizard's towers, etc. - you didn't generally go up ever escalating levels of cosmic threat. Rules and modules existed for that, but it wasn't the type of play people would generally engage in. Instead, your old characters would become NPCs in the game setting, and you'd roll up a new group of adventurers to keep the story going.
3E is probably when the focus shifted to be predominantly around more Big Damn Hero type storylines, and it's firmly cemented as the de facto standard in 5E, but I think the success of 5E shows that that's really what more people are interested in. Which is great! It's been huge for the hobby, and introduced a lot of people into other styles of RPG, including old-school D&D.
Which is a long way to say if this style of play sounds appealing to you, you might want to check out modern OSR games (Mork Borg, Worlds Without Number, Electric Bastionland, Troika!, Mothership) or retroclones (Old School Essentials is probably the biggest name here currently, and is based off of the Basic/Expert ruleset - my personal favorite)
It was more so the aspect of “you run out of characters, you the player can no longer play with us”.
> And yes, players have had their characters die and they have been ejected from The Game.
A random dude, can / should canonically go from level 1 to a pretty high level over the course of an in game month if they’re busy doing things. At which point they’re basically a superhero relative to your average level 0 commoner peasant. Power gains are linear, but it’s a very steep climb.
I mean, I get wanting players to invest, and character death to mean something - but kicking out a player after two, three years of weekly sessions because they're "out of characters"? I guess maybe they find time to meet those friends outside of the game too?
Ed: Don't actually know if that's worse, or asking new first time players to never come back because they died first session...
It's fun. I play maybe like once a year though I look forward to that all the time.
I was taking to a friend about this, Stranger Things and Critical Role, bought a lot of new players to D&D, meanwhile WoTC isn't doing half as much, they could be doing an animated series, to explore the settings. They are making a live-action movie, it isn't the first, but this one has a bigger budget.
Live action can be great, but often times fantasy settings can completely fail in how they're translated to the big screen (See: the WarCraft movie).
Between Obsidian (Pillars of Eternity), Larian (Divinity Original Sin, Baldurs Gate 3), and Owlcat (Pathfinder WOTR) it's a good time to be a CRPG fan and the genre seems quite popular.
Humans are social creatures who belong in close physical proximity with other people. To interact, to feel free to belong, to be humans. Technology is a poor replacement for this.
If you have an interest it, you could always try a one-shot[1] adventure and test the waters.
I have pretty awful social anxiety, but I find that getting into character and being with close friends (whether physically or remotely) allows me to ease into the social setting and have a ton of fun.
Also note that role-playing is NOT required! If you and/or your friends prefer to just discuss the game and setting in the third person akin to talking about video games, go for it.
Don't force yourself to do so if there is no interest, but certainly at least give it a try if you have any sort of interest, there's nothing to lose and love for a new hobby to gain!
Still, there are so many people that have not finished Gloomhaven or whose RPG campaign has come to nothing after some years. So finishing both feels like a small achievement :-)
It's a bit of a shock to me that this is the first time I've heard of this. This sensation always makes me wonder "What else like this is out there" ... in other pursuits, other fields? People just toiling away and gradually producing something extraordinary.
It reminds me of the charming MUDs of that era. There was a total focus on fun, with no concern about irrelevancies like “intellectual property.” That’s of course the spirit of D&D. Appendix N literally encouraged lifting ideas from published works.
The hardest part was organizational. I had a half dozen enthusiastic players, but arranging a time where everyone could be there was a real challenge.
One has to wonder then why we already have 5 official versions of the rules, and counting.
I get what you're saying but it's useful also to remember that D&D is a brand and a product and in fact one of the flagship products of a game publishing giant, so the motivation that directs the changes to the ruleset must be profit, first.
Which is fine, I work for profit also. But what I don't see the point of is spending a ton of money buying in to every new D&D version, of which there are going to be at least another 5 before I'm dead, as far as I can tell, when I can just roll my own and play it for free with my friends.
Anyway this creative aspect has always been part and parcel of the hobby, as evidenced by the -probably thousands- of TTRPG rulesets in existence.
1) TSR (or WotC) puts out a new version of the rules, a set of core rulebooks, typically a Dungeon Masters Guide, a Monster Manual, and a Players Handbook.
2) Some additional content is pushed out, like a module or two.
3) Here is the danger part: Realizing that there are more Players than DMs, well, more money is to be made putting out content players want. Splatbooks of unlikely "prestige paths," or if you want to go old school, barbarian and cavalier and acrobat. Rather than having rules so flexible you could re-enact Conan the Barbarian or Sword and the Sorceror or Beastmaster, instead rules are carved out for an archetype of exactly that film or book.
4) The game unbalances due to new rules, and Pun-Pun the Kobold is born.
5) Players proceed to tear through every encounter with min-maxed ("munchkined") characters as per the hyper-optimized builds laid out in the splat books.
6) We must rebalance the game.
7) Go to Step 1.
This is part of the problem, not the whole of it, but ... I would not say it is insignificant.
Well, balance is hard, particularly when you want to sell your game to er, well, you said the word munchkin :P
A) A focus on creating material for the DM, and most especially pre-built playable areas. A decent-sized city would cover an entire book, for example, as it would have several maps, scores of encounter areas, and just as many, if not more, fleshed-out NPCs with their own goals, as well as areas "just outside of town" to be worked with. Or take the Dungeon Dozen, but make it 1) serious, 2) strictly fantasy, 3) two hundred entries long.
B) An allowance for players to craft their characters, but not along the rails TSR or WotC or some d20 affiliate has made. Referring back to my example, Conan (the movie Conan) wasn't a "barbarian" class, he was a lot of fighter, with a little thief, a guy whose CON exceeded his STR, and he should be buildable by taking a little from this or that, some out of this skill tree, a feat or two here and there ... this eliminates the need for splat books.
I got the same question about Magic: the Gathering, which I play a lot, and Warhammer (which I mainly collected to paint the minis, though I played also). Why would you buy a new edition of a game every few years?
The answer I think is- you wouldn't. Which is to say, all those new editions are sold mainly to new players, who have no investment in the old editions and no attachement to their style of play or whatever.
Which in turn is to say that making a new edition of a big, expensive game like D&D every few years is takig a big, juicy dump on the players who bought the earlier edition, probably betting on the fact that they now have jobs and kids and no time for gaming.
So I understand there would be a pushback on that, and that's partly how I understand the OSR scene/ genre/ movement, whatever. My personal choice is to make my own games, and play them the way I want to play, and not care about D&D, past, present or future. It's free and creatively fulfilling (making your own game) so what's not to like?
Playing kids, playing people with delusions of grandeur, playing deaf/mute, playing madly in love etc.
After years we just ditched the rules and only threw dice to keep things random.
Turns out the game started as the D&D of the time (AD&D), with more or less house rules; and then moved on with some "homebrew" rules that are still familiar to D&D players.
I mostly tend to say I played D&D back in the day, but the truth is, I only played actual D&D on one short one-afternoon session. I played other games instead (LoTR Middle Earth, RuneQuest and Vampire), but D&D is what people mostly understand I guess.
That always struck me as a lot of tedium. Combat is pretty slow and older versions’ combat was more involved if anything. Was that boring?
More so I don’t see how this relates to my question
If I understand correctly, the original D&D had rules for Combat and then for things that weren't directly Combat, but were still about fighting battles, like attracting or hiring henchmen, building a stronghold, controlling a territory and ultimately fighting battles with large armies.
Importantly, D&D predates Computer RPGs so all this wargmaing had to be managed by hand, and the rules involved a significant amount of crunch- what you call "a lot of tedium".
But then Computer RPGs (CRPGs) started to appear, invariably influenced by D&D, or other CRPGs influenced by D&D. So if you enjoyed crunchy, wargame-y, combat-oriented gaming, and didn't particularly need "narrative", then CRPGs were now your friend, and you didn't need to play D&D for that. For instance, I remember spending weeks and months playing Neverwinter Nights, which was pretty much just 3d ed. D&D with an automated GM.
That's how I understand OP's comment. And I kind of agree.
Interestingly, there seems to be a return to the original D&D mode of play with the "OSR" (Old School R... something) genre, that is discussed everywhere in this thread. Perhaps because OSR's rallying cry is "rulings, not rules" and maybe after a couple of generations of games with detailed mechanics designed to promote "narrative", players who just wanted to play a game without too many restrictions got bored with all the rules and wanted to go back to just telling the DM what they want to do, and then rolling the dice to see what happens. Which is the one thing that CRPGs can still. not. do.
Incidentally, one of the earliest RPGs of the 1980's was Call of Cthulhu which was very much designed to be "not about combat", but about experiencing a horror story, in H. P. Lovecraft's Cthulhu Mythos universe. There has been a clear split between games that are, on some level "about telling a story", or "about roleplaying" (so "narrative"), and games that are about killing monsters and nicking their stuff (so "Combat"), since the very early days of the hobby.
But, you know there's nothing stopping you from running a narrative-driven game in the D&D world, if that's more your thing (Ron Edward's "System Matters" nonwithstanding). Or, conversely, you can pick up a ruleset designed to "tell a story" and run it like a classic hack-and-slash dungeon crawl. To paraphrase the old joke about Fortran programmers, "The determined Real D&D Player can run a D&D session with any ruleset" [1].
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To be honest, I don't have a good answer to that. I've read (but not played) games that had special rules for "mooks" or "mobs". For example, Wushu, a game of cinematic Kung-Fu action, was like that, because I guess it's very in the spirit of the setting. I've played computer games that throw hordes of enemies at you, also. Invariably there's a progression from mooks, to mini-bosses, to bosses to big bads. Then there's games like Call of Cthulhu (CoC) were there are no goblins and even the weakest enemies can drive your character insane (well, ish. I think Ghouls are relatively safe...).
I have no clue what's the right way to achieve balance. It seems to me that the only way to avoid what you describe is to have no weakling enemies and make every encounter a matter of life-and-death, with a substantial risk for at least one character to die (like CoC). But not for a Total Party Kill probably.
I kind of have Nethack in mind, here, and other roguelikes (I think a lot about them lately). In Nethack you fight some weak enemies at first, like slime molds, but you can at least eat them, so they're a resource. Then as you progress down the dungeon, the chance of dying increases very steeply. And then your character dies. And the next one. And the next one too. And the one after that. So there's no boring encounters, but I personally want to throw the keyboard after a while and I end up savescumming because I just want to get a bit deeper in the dungeon and see what's there.
(The goblins realize they're going to lose and start fleeing, they ambush in an interesting way, they are a distraction for something else, one of them has a bomb, the party has to fight them in their underwear using camping gear as weapons, etc etc etc)
or you do something else to preserve the fun such as simplifying the encounter
(You easily crush the puny goblins while only losing (1d6 health), After seeing the might of the wizards powerful spell the goblins start bowing down before him, you quickly make a game to see who can knock a goblin the farthest and the rest run off, etc etc etc)
The thing that I love like crazy about dnd is that you don't have to do anything that you don't wish to. Anything that is boring, annoying, frustrating, etc can be easily discussed in the group and house ruled away. The only limits and annoyances are the ones that you have chosen to allow to continue.
In general the DM has a lot of say over the rules and their interpretation. A good DM will make a huge difference.
I agree that a purely mechanically-generated game would be tedious, it's all about balance. But I don't know... ever since "Critical Role" came out, it feels like the dominant strain of role-playing games is people trying to be theatre majors, or produce something worthy of a live-play podcast. I find that likewise out of sync with what I'm looking for in a game.
I just want a classic dungeon-crawl, with limited "acting" ability required. And therefore limited code of conduct debates, because the creepy theatre major wants to act out his rape fantasies while the super progressive theatre major wants a race and gender studies class. Like, huh? Dude, I just want to join a gang of murder-hobos, so we can kill some goblins and take some gold.
Of the BECMI paths for immortality, the one you mentioned is the polymath. There are others. The epic hero quests after legendary artifacts of good and evil, accomplishes great deeds and leaves behind a successor. The paragon creates a unique artifact of power, recruits and train powerful minions, reshapes the landscape, and vanquishes any potential equals. The dynast founds a mighty empire and ensures it withstands the tests of time.
A few years ago I started to try to get into Fantasy. I read Vance, Howard's Conan stories [0], Clark Ashton Smith's Zothique stories, Tolkien as an adult for the first time, and a bunch of other stuff referenced in the old DMG's Appendix N [1]. I like Smith's "evil as an aesthetic experience" vibe best but I wouldn't say that I'm a fantasy fan. Still, getting the S&S context has been neat.
I recently moved back to my hometown from NYC because of the pandemic. Being back here and living in a forest again got me reading the old AD&D books. And, AD&D is just more interesting than the third edition we played in high school. When I talked to Gygax about 3rd edition he just kind of sneered and said "It's for powergamers." [2]
Reading AD&D 21 years later, I see what he meant. AD&D has texture [3], it's bumpy, it's rough, it's great. But, beyond the mechanics, what's really grabbing me is that it hints at a style of play that I'd heard about from people who used to play with Gygax and his kids, but never experienced myself. The old D&D campaigns weren't epic, level 1-40, movie trilogies with a definite beginning middle and end like we think of them today. A D&D "campaign" was something a that could be played with a large number of players in a club. It was like the old military campaigns wargaming clubs used to organize. People in the campaign would have multiple characters of different classes and drop into or run individual games that exist in a shared time and place. Want to play, stop by. Someone can't make it, who else is available? Why does everyone meet in a tavern and then live together for the next forty levels? I'd rather play in a world that's populated with NPCs that used to be PCs.
Reading these old stories and the AD&D Dungeon Master's Guide for the first time really makes me want to run a shared world with a group of 10-20 people.
[0]: No one tells you this but Conan stories are basically Lovecraft Mythos stories. But with Howard's version of the Mythos you can just punch the cosmic horrors until they crawl back down their mystery wells.
[1]: https://goodman-games.com/blog/2018/03/26/what-is-appendix-n...
[2]: I met Dave Arneson too. I was digging through a bin of old miniatures at Gen Con in 2004. I turned to the old guy dressed as a wizard rummaging next to me and said something like "I really love these old miniatures." He said: "Me too" and we go to talking. About 10 minutes in I looked at his badge. He just smiled.
[3]: Look at the AD&D version of the "Animal Friendship" spell and then compare it to the 5th edition version:
Animal Friendship (AD&D): https://dungeonsdragons.fandom.com/wiki/Animal_friendship
Animal Friendship (5th Edition): https://www.dndbeyond.com/spells/animal-friendship
Ask yourself, do you want to play the game where animal companions "follow you about" while you teach them tricks over the course of a month or the game where "Animal Friendship" just means "Bear go away now."? And no, I don't care about "balance". That's what a DM is for.
Never thought of this, but it makes a certain sense. Now I want a Conan at the Mountains of Madness crossover book.
"Hit whatever attacks us, man or beast, repeatedly, until it dies."
Every edition has many issues but imho 1e is pretty terrible by modern standards.
On Animal Friendship, see my comment about balance: Who cares. The bear is taught three tricks and kinda hangs around, the druid doesn't get to control it. How many "friends" would you take a bullet for?
Still a problem? Get rid of the bear and see if the player wants to skip leveling their druid for three weeks and play a different character while their druid trains a new one. Time passes in real-time when not playing in AD&D and the bear will wander off after three days if the druid leaves before it's fully trained. If the druid wants to try taking a half-trained bear along on a hike, make it more trouble than it's worth. Playing AF like this is really fun.
Every edition has issues but AD&D is pretty fun by modern standards.
Dammit - haven't lost it in a while.
Dag-nam-it. Been playing for ~20 years too. Probably 4+ years for me too.
When one thinks about The Game, one loses.
When one loses, they must declare they have lost.
"I lost The Game"