I thought it would be interesting to hear from folks who actually play Arduin or who have swiped Arduin-based rules for use in their own OD&D campaigns.
1. What exactly do you like about the rules?
2. Are there any specific rules that you use in your OD&D?
Last Edit: May 11, 2010 9:38:47 GMT -6 by Finarvyn
Marv / Finarvyn DCC playtester (2011) S&W WhiteBox author (2009) C&C playtester (2003) Builder of the TrollBridge for T&T; Amber Diceless player since 1993 OD&D Player since 1975; Metamorphosis Alpha since 1976
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
Interesting question. I have occasionally used the critical hit chart though it's too brutal to resort to every natural 20.
In general I and I think most people who love Arduin have taken the content - monsters, spells, magic items, NPCs, locales, etc.
I have occasionally used the alternate hit point system but never seem to stick with it, even though it makes sense.
I have used some of Dave's procedures outlined in the short combat and magic essays in the first three AGs. He was by all accounts a great DM and whereas his rules can be kind of clunky, his discussions of how to run things are often illuminating even if you decide that different methods work better for you.
When I was heavily into using the "rules" per se, I think the main appeal was just the weirdnesses that come from complexly interacting rules. If you dig Encounter Critical, then maybe you'll understand. Until we tried it, we did not know what to expect of (say) a Kobbit Runesinger. The hit and damage tables alone were at first greatly entertaining simply as unexplored country.
In the long run, my interest in Arduin tended less to "systems" and more to "stuff": monsters, magic items, spells and weird "bits" in general.
We rarely employed any Arduin game mechanics, other than the Critical Hits and Fumbles.
What we imported into D&D was a sampling of the best parts: Races, Classes, Spells, Magic Items, Monsters, Techno stuff, Hell Spirals, etc.
To me, Arduin is D&D. You cannot pick up AG I and think it is actually a game unto itself. Later Arduin publications carved out a seperate game, but when I think Arduin, I think of the original trilogy that I bought as a boxed set way back when.
At one point I even had the nation of Arduin located on a continent in my home brew campaign setting.
"Most of the rules are only between my ears and they're constantly changing" - Dave Arneson
As I have been going through The Compleat Arduin, as opposed to the original edition printings, I have discerned I like the approach to paladins and a few other tidbits, primarily the use of technology as I so love Gamma World and this game / setting allows me to play both D&D and GW at the same time. I'll have to drag out the old books to give a more clear-cut answer though.
Oh, and the art. I like the original art.
And there I stood, the giant at my feet. Mighty has the slain risen.