Post by wulfgar on Feb 26, 2008 10:06:04 GMT -6
First off these boards are great. I've been spending most of my time over in Makofans play by post game, but I figured it was time for me to contribute something more to the philosiphical discussion going on here. (I just had a mental image of a bunch of beatniks sitting around a cafe while the guy up on stage recites a poem about redesigning the thief class, the merits of the alternate combat system, and what HP represent).
On with the D&D philosophy!
I've never gotten to actually play with the 3 brown books until recently. I started off with a mixture of Moldvay, Mentzer, AD&D, and whatever we made up. I'm quite sure we weren't playing exactly the same way as anyone else the world over. Our D&D was certainly similar, but there were so many house rules, rules overlooked, and rules misread, that our game was unique. And while it wasn't OD&D, my early forays into D&D definitely had a uniquely "old school" vibe about them that my later gaming in AD&D2 and many other rpgs did not. Here's just a few of my recollections about what made those sessions different.
1. There was no need to know the rules to play. Say you had some friend who wanted to start playing D&D, what would he have to read to get ready? Nothing. Just sit down and roll when the DM tells you to. Other than that, just use your imagination and off we go. The only person that had any need to know rules was the DM, and they only looked stuff up when they had a question and didn't want to just make something up. Really, the books served as catalogs for stuff in our game- spells, equipment, monsters. You grabbed what you wanted and got back to gaming. D&D was rules-lite before rules-lite was in.
2. The game was VERY dungeon-centric. I mean that's why it's called DUNGEONS and Dragons. In the original campaign I played in there was one town and about 15-20 dungeons. All you did in town as buy stuff and put some money in the bank. I distinctly remember seeing the Expert set and thinking what a revolutionary idea it was to have adventures NOT in a dungeon.
3. Level bosses. Pretty much every dungeon level had a boss who blocked access either out of the dungeon or down to the next level. I think this element to our games was heavily influenced by our early forays into computer/video games.
4. Diceless play. We were playing Diceless D&D way back when, but we didn't call it diceless. We called it "just talking" or simply "D&D". You tell the DM what kind of character you are, he nods sagely and says "ok" or "hmmm, no you can't have a +5 sword" and on with the adventure. We did this at times were books and dice weren't feasible (on car trips with my brother or late at night at boy scout camp). I think this ties in with point #1. Even in a normal game with dice, we all realized we were completely at the mercy of the DM. It was his game. He made the rules and he could break them.
5. The was no need for the game to make sense. Ecology? What are you talking about? It's a dungeon- it's full of monsters and traps and treasure- it's not supposed to make sense. I think the percieved need for dungeons to make sense that developed over time really stifles creativity. Instead of just letting his imagination rip, a DM drawing up a dungeon will sit there stumped thinking "nah, I can't do that, it's too silly". In my early days of D&D that didn't happen.
6. PC's died all the time. It was not a traumatic experience for the players. We simply rolled up a new one. We were proud of characters that did make it up in levels, but there was no expectation that it was their right to do so.
7. PC on PC violence. This happened all the time and greatly contributed to the prior point. Sometimes disputes could be resolved by simply having the pc's henchmen battle it out. Other times the gloves would come off and it was on till the death. Blood feuds, where the new pc (son of the slain one) would seek revenge against his killer, happened from time to time but didn't get too out of hand. Bottom line- adventuring was a dog eat dog line of work.
(as an aside, one unusual form of PC/PC violence was the making voodoo dolls and inflicting torment upon them. For some reason this only happened in the "just talking" games. )
8. The taking of trophies from defeated enemies. I'm not talking about treasure. I'm talking about taking the whole creatures head back, so the PC can get it stuffed and mounted on the wall of his gameroom. This happened a lot.
9. D&D was simply D&D. We didn't worry about what edition we were playing- in many cases I'm sure most of the players didn't have a clue there even were different editions. Basic, Expert, AD&D, and anything else we found were dumped into a big pot and stirred all together. I think this openess to imagination, expansion, and tweaking is a key element of Old School D&D. The game was about running around fighting monsters and getting treasure. Rules only existed to help do that, and were used as little as possible.
On with the D&D philosophy!
I've never gotten to actually play with the 3 brown books until recently. I started off with a mixture of Moldvay, Mentzer, AD&D, and whatever we made up. I'm quite sure we weren't playing exactly the same way as anyone else the world over. Our D&D was certainly similar, but there were so many house rules, rules overlooked, and rules misread, that our game was unique. And while it wasn't OD&D, my early forays into D&D definitely had a uniquely "old school" vibe about them that my later gaming in AD&D2 and many other rpgs did not. Here's just a few of my recollections about what made those sessions different.
1. There was no need to know the rules to play. Say you had some friend who wanted to start playing D&D, what would he have to read to get ready? Nothing. Just sit down and roll when the DM tells you to. Other than that, just use your imagination and off we go. The only person that had any need to know rules was the DM, and they only looked stuff up when they had a question and didn't want to just make something up. Really, the books served as catalogs for stuff in our game- spells, equipment, monsters. You grabbed what you wanted and got back to gaming. D&D was rules-lite before rules-lite was in.
2. The game was VERY dungeon-centric. I mean that's why it's called DUNGEONS and Dragons. In the original campaign I played in there was one town and about 15-20 dungeons. All you did in town as buy stuff and put some money in the bank. I distinctly remember seeing the Expert set and thinking what a revolutionary idea it was to have adventures NOT in a dungeon.
3. Level bosses. Pretty much every dungeon level had a boss who blocked access either out of the dungeon or down to the next level. I think this element to our games was heavily influenced by our early forays into computer/video games.
4. Diceless play. We were playing Diceless D&D way back when, but we didn't call it diceless. We called it "just talking" or simply "D&D". You tell the DM what kind of character you are, he nods sagely and says "ok" or "hmmm, no you can't have a +5 sword" and on with the adventure. We did this at times were books and dice weren't feasible (on car trips with my brother or late at night at boy scout camp). I think this ties in with point #1. Even in a normal game with dice, we all realized we were completely at the mercy of the DM. It was his game. He made the rules and he could break them.
5. The was no need for the game to make sense. Ecology? What are you talking about? It's a dungeon- it's full of monsters and traps and treasure- it's not supposed to make sense. I think the percieved need for dungeons to make sense that developed over time really stifles creativity. Instead of just letting his imagination rip, a DM drawing up a dungeon will sit there stumped thinking "nah, I can't do that, it's too silly". In my early days of D&D that didn't happen.
6. PC's died all the time. It was not a traumatic experience for the players. We simply rolled up a new one. We were proud of characters that did make it up in levels, but there was no expectation that it was their right to do so.
7. PC on PC violence. This happened all the time and greatly contributed to the prior point. Sometimes disputes could be resolved by simply having the pc's henchmen battle it out. Other times the gloves would come off and it was on till the death. Blood feuds, where the new pc (son of the slain one) would seek revenge against his killer, happened from time to time but didn't get too out of hand. Bottom line- adventuring was a dog eat dog line of work.
(as an aside, one unusual form of PC/PC violence was the making voodoo dolls and inflicting torment upon them. For some reason this only happened in the "just talking" games. )
8. The taking of trophies from defeated enemies. I'm not talking about treasure. I'm talking about taking the whole creatures head back, so the PC can get it stuffed and mounted on the wall of his gameroom. This happened a lot.
9. D&D was simply D&D. We didn't worry about what edition we were playing- in many cases I'm sure most of the players didn't have a clue there even were different editions. Basic, Expert, AD&D, and anything else we found were dumped into a big pot and stirred all together. I think this openess to imagination, expansion, and tweaking is a key element of Old School D&D. The game was about running around fighting monsters and getting treasure. Rules only existed to help do that, and were used as little as possible.