"We'll be back after these messages ... (followed by ominous orchestral music, then a voice-over states) You are a 'droid that has just been kidnapped by a Jawa (cue the sound of a munchkin and electronic "zap" effect)." (A radio spot I heard when the alarm went off one morning)
This is how I learned of "Star Wars" (1977). I was home from University and had taken a summer job. The school I attended had no cable and an antenna barely picked up the television stations of the two major cities, each about 40 miles distant. So I was pretty separated from television and news, I had time for little besides studying, attending class, and working. I knew nothing of this movie and the commercial did little to pique my interest.
But Newsweek magazine did.
There was an article reviewing this new film that had folks lining up around the block at Grauman's Chinese Theater in Hollywood CA to see it. Accompanying the article were pictures and these most assuredly piqued my interest.
You, gentle reader, are most likely very familiar with SW, later renamed Star Wars Episode IV: A New Hope so I'll forgo the review and simply give you my impression. Cable television was only just coming out of infancy at the time and most non-network (CBS, ABC, NBC) stations were filled with syndicated programming such as Beverly Hillbillies and The Brady Bunch ... and old movies. So I saw a lot of old science fiction movies growing up and, though I enjoyed them a lot, many of them were awful. My biggest impression of SW was "finally somebody gets it!" What was "it"?
My belief that, to truly immerse someone in a futuristic milieu, one must make the universe look "lived in." That, in my opinion, was the strength of the Star Trek (1966) television series and SW. People wore clothes you could envision wearing yourself, not silver lamé jumpsuits with wings, rocket packs, and helmets with antennae sticking out of them. In the Star Wars universe hatch covers were missing, upholstery discolored and ripped ... things looked used.
This was my impression of Star Wars. It wasn't a horror movie masquerading as sci-fi like many 1950's and 60's science fiction movies. It was lived in world much like our own the viewer wanted to inhabit. You could be a mysterious Jedi Knight, a wily smuggler, royalty, a soldier, a spaceship pilot, and on and on. That's the feeling Star Wars VII: The Force Awakens has recreated in me. I hope it touched you the same way.
A chronicle of my experiences with role-playing games in the 1970's.
19 December 2015
17 December 2015
Establishing An OD&D Campaign
Do you want to run an original-style campaign? Here's my advice. This is one man's opinion, perhaps given a little extra weight by the fact this is how I did it in 1975 and it worked for me. This is, by no means, the only way to run an OD&D campaign.
Get a copy of OD&D. The books are available second-hand from a variety of sources, including eBay and used bookstores. New rules sets are still legally available as a reprinted Anniversary Boxed set from Hasbro.
Why not a clone? Emulations of the OD&D rules, called clones or retroclones, are great games and there are good ones available. As good as they are, however, they are still someone's interpretation of the OD&D rules. The reason why this is so should become apparent to the discerning reader after perusing the original booklets. Since the originals are still available, why not go straight to the source if recreating a 1970's experience is your goal?
Don't overthink it! It's a game, written and published by amateurs. Experienced gamers and very intelligent persons, certainly, but still publishing amateurs. I've seen folks dissecting the written text with the fervor of a Bible scholar but the text very often means what the common sense interpretation of the wording says it means. Be wary of the phrase "could be taken to mean" during rules discussions. What follows will likely be a tortured interpretation of a fairly straightforward but poorly worded sentence.
You don't need anything else. There are folks swearing to hell and gone you need "x" to play the game, where x = some other work or reference. You really don't, what you need is imagination. Most commonly cited as "must haves" are the Chainmail rules for miniature warfare and Outdoor Survival board game by Avalon Hill. There are references to both in the OD&D rules but most everything you need from either is repeated in the text or easily done without. If you have them and want to use them? Great! They'll certainly be useful but they are not necessary to your game.
It's all compatible. There are a lot of published works specifically intended for use with OD&D. The various published supplements, material from The Strategic Review and The Dragon magazines, fan work on the internet, published modules, et al. Casting an even wider net? Pretty much anything published for any pre-1983 D&D rules set can be used "as is" or with little modification with OD&D. Going even wider, most FRPG supplements and rules can be adapted to the game. Go wild.
Make a ruling and run with it. There are ambiguities and omissions in the rules. Don't get all in a lather trying to find an "official" word. As referee, decide how it should work and note your ruling for future reference. If it doesn't work well in play, modify or change it as needed until it's a good fit.
Be prepared. Your players will often do the unexpected. The best way to handle this is to prepare extra material that can be plugged into the session with little trouble. Goblin camps, smaller dungeons of 1-3 levels to serve as the objects of map-based quests or teleport curses, shops, small castles, houses, lists of NPC names, a small stack of NPC character sheets ... all these things will help you "wing it." If all else fails, simply admit to the players you need time to prepare for this latest twist and adjourn the gaming session for the evening.
Borrow. Take inspiration from other rules sets, published adventurers, books, and films. Is there an aspect of a treasured piece of literature you enjoy? The hurtloam of Illearth, for example, sequins from Tschai, the Force from Star Wars, radium pistols from Barsoom, and so on; all can be put into your game if you so desire. Adapt it, try it out, leave it as is or alter to taste. Don't be afraid to tell your players these items are in on a trial basis.
Excise. Don't like the Cleric class (for example) as written? Delete it. Just as you shouldn't be afraid to put something in, don't stress about removing rules. A lot of great fantasy literature revolves around only fighters, or wizards, or wily thieves, so do you really need the other classes? Your choice.
Start small, go big. You don't need a fully realized and fleshed out world to begin a campaign. You need a good general idea of how the world works and what the surrounding region is like but you don't need a lot of detail. Map out the starting hex containing the player-character's base of operations, usually a village or town, and nearby locations of note. These will include humanoid lairs, monsters, dungeons, and other friendly settlements.
Get a copy of OD&D. The books are available second-hand from a variety of sources, including eBay and used bookstores. New rules sets are still legally available as a reprinted Anniversary Boxed set from Hasbro.
Why not a clone? Emulations of the OD&D rules, called clones or retroclones, are great games and there are good ones available. As good as they are, however, they are still someone's interpretation of the OD&D rules. The reason why this is so should become apparent to the discerning reader after perusing the original booklets. Since the originals are still available, why not go straight to the source if recreating a 1970's experience is your goal?
Don't overthink it! It's a game, written and published by amateurs. Experienced gamers and very intelligent persons, certainly, but still publishing amateurs. I've seen folks dissecting the written text with the fervor of a Bible scholar but the text very often means what the common sense interpretation of the wording says it means. Be wary of the phrase "could be taken to mean" during rules discussions. What follows will likely be a tortured interpretation of a fairly straightforward but poorly worded sentence.
You don't need anything else. There are folks swearing to hell and gone you need "x" to play the game, where x = some other work or reference. You really don't, what you need is imagination. Most commonly cited as "must haves" are the Chainmail rules for miniature warfare and Outdoor Survival board game by Avalon Hill. There are references to both in the OD&D rules but most everything you need from either is repeated in the text or easily done without. If you have them and want to use them? Great! They'll certainly be useful but they are not necessary to your game.
It's all compatible. There are a lot of published works specifically intended for use with OD&D. The various published supplements, material from The Strategic Review and The Dragon magazines, fan work on the internet, published modules, et al. Casting an even wider net? Pretty much anything published for any pre-1983 D&D rules set can be used "as is" or with little modification with OD&D. Going even wider, most FRPG supplements and rules can be adapted to the game. Go wild.
Make a ruling and run with it. There are ambiguities and omissions in the rules. Don't get all in a lather trying to find an "official" word. As referee, decide how it should work and note your ruling for future reference. If it doesn't work well in play, modify or change it as needed until it's a good fit.
Be prepared. Your players will often do the unexpected. The best way to handle this is to prepare extra material that can be plugged into the session with little trouble. Goblin camps, smaller dungeons of 1-3 levels to serve as the objects of map-based quests or teleport curses, shops, small castles, houses, lists of NPC names, a small stack of NPC character sheets ... all these things will help you "wing it." If all else fails, simply admit to the players you need time to prepare for this latest twist and adjourn the gaming session for the evening.
Borrow. Take inspiration from other rules sets, published adventurers, books, and films. Is there an aspect of a treasured piece of literature you enjoy? The hurtloam of Illearth, for example, sequins from Tschai, the Force from Star Wars, radium pistols from Barsoom, and so on; all can be put into your game if you so desire. Adapt it, try it out, leave it as is or alter to taste. Don't be afraid to tell your players these items are in on a trial basis.
Excise. Don't like the Cleric class (for example) as written? Delete it. Just as you shouldn't be afraid to put something in, don't stress about removing rules. A lot of great fantasy literature revolves around only fighters, or wizards, or wily thieves, so do you really need the other classes? Your choice.
Start small, go big. You don't need a fully realized and fleshed out world to begin a campaign. You need a good general idea of how the world works and what the surrounding region is like but you don't need a lot of detail. Map out the starting hex containing the player-character's base of operations, usually a village or town, and nearby locations of note. These will include humanoid lairs, monsters, dungeons, and other friendly settlements.
Subscribe to:
Posts (Atom)