Yellow mold! Throwing axes at spiders! Verbal mapping! Failing to open doors! Looking things up! Audible frustration! Our first foray into ADND 1e dungeon delving truly has it all.
An archaeology of play for First Edition Advanced Dungeons and Dragons! Gary says to start play by entering a village, finding a tavern, and buying gear. So that’s what we do. This is not a “best practice,” but it is the THE RULES. Join us as the PCs learn about the area and get ready to head out to adventure.
DO YOU DOUBT OUR METHOD?
“Surely this can’t be correct,” you say. “Surely you shouldn’t start with the most boring part of D&D:
SHOPPING.”
Well, Dear Listener, you may be right, objectively. But Gary tells us to do otherwise. Behold!
Answering questions from Reddit and our patrons: What to do about a bad priest? My players don’t like old school??? Best modules? Houserules to foster dramatic play? Best encumbrance rules?
We continue with our preview copy of the upcoming 2nd edition of Zzarchov Kowolski’s (patreon, drivethrurpg) Neoclassical Geek Revival, and we run it with his classic module A Thousand Dead Babies (aff link). Apologies for the weird background noise in this one—will fix it for next time.
We have a preview copy of the upcoming 2nd edition of Zzarchov Kowolski’s (patreon, drivethrurpg) Neoclassical Geek Revival, and we run it with his classic module A Thousand Dead Babies (aff link). Went a bit off the rails this time, from checking in at the tavern to making a heist on a church, and then everything went sideways. We chat in some detail about the mechanics of NGR 2e; so do listen if you’re interested in this ruleset.
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