I recently bought
the compilation volume of the first three issues of Knockspell. I was
a bit surprised to see that many of the things that I have
pontificated about, either in person or in my blogging, are the same
issues they were writing about before I joined in on the whole OSR
movement; in effect, I have been restating things that were said
years before I joined the movement.
This reminds me that
I have frequently had the same idea myself and posted about it, as
though it were new to me, over and over. Alignment as a faction.
Weapon damage by class. There are myriad things that I keep thinking
are new ideas I have had that I blog about only to realize that I had
had the same exact revelation and spoken or blogged about it, in some
cases, years before.
So that's one thing.
I also re-fight the same battles in my head over which D&D I
prefer. I started with Holmes Basic, which is the last “original”
or “0e (zero edition) product, or a separate and singular edition,
depending on your point of view. Although I bought, and used, the
Cook/Marsh Expert set (The X part of the B/X edition), I had really,
concurrently, started playing 1st edition AD&D. I
default to AD&D a lot, despite it's warts (or maybe, in part at
least, because of them), so it tends to be my “go-to” version of
D&D, or even RPG. I understand that the B/X or BECMI/Cyclopedia
versions are tighter, arguably better, versions of D&D and so too
is 2nd edition AD&D, for that matter, but my formative
gaming years were spent learning the intricacies of 1st
edition AD&D, so I tend to “go home” when I need to make a
snap judgment or consider creating something new. I do this to the
point where I had to deliberately set my mind to it when I tried to
run a Swords & Wizardry (with Delving Deeper) campaign, so I
could try and replicate, to understand fully, the earliest version(s)
of the game.
Intellectually, I
prefer the simpler, rules-lite versions of D&D. Tim Kask wrote
that AD&D changed everything, and he's right, but for more
reasons than just rules-lawyers sucking the fun out it. The power
level of PCs creeps up, making them more likely to be heroes right
off the bat. I can't not think of the AC system running from 10 to
-10, rather than 9 to 1 (or 0 maybe? I know “standard” D&D
doesn't have negative ACs), for instance.
So I come to the
conclusion that AD&D is where my home is, and I just accept it
with it's mish-mash of unrelated sub-systems and other
idiosyncrasies. I might prefer a bit more “gonzo” a game, genre
mixing sci-fi, fantasy and Cthulhu mythos, and that's easier to do
with OD&D and it's retro-clones probably, just like it's easier
to write publishable adventures for OD&D, but I can make it work
with AD&D. I also find that I like more Sword & Sorcery style
settings, usually with a historical veneer, and that's not “standard”
AD&D either. I guess it was 2nd edition that taught us
AD&D could be used as a toolkit for any genre with it's varied
official settings.
So here are the
things I prefer in D&D to AD&D:
The 3 point
alignment system, simple Law vs. Chaos, and it is really coming from
a faction system, good and evil are less relevant (although it can be
argued that Law=Good and Chaos=Evil).
Original D&D
included, as standard, Robots and Androids, it has extra sci-fi in
it's DNA.
Weaker characters,
originally everyone used a d6 for hit points, +/- 1 based on class
and +/- 1 (maybe) adjusted for Constitution. Later on, I assume with
the advent of polyhedral dice, this was re-codified to the -1 classes
dropping to a d4, and the +1 classes moving up to a d8 for hit
points.
Fewer absolutes
because of fewer rules, and that ties in to the belief that the DM is
in control. I believe the DM should be an impartial referee, but I
also believe that the players should recognize his absolute
authority. We played AD&D this way anyway, when I was young, but
it's starting to look like a lost art. I think that this comes from
the rules heavy nature of later iterations of D&D.
I'll still take AD&D
over d20 D&D or later, because, even though the PCs are
substantially stronger from the get go than their D&D
counterparts, they still don't have the expectation of victory in
every encounter. Pre-d20 D&D is lethal, it rewards common sense
and good tactics, it punishes those that fail to heed warnings or try
to push their luck too far. In my opinion this is better for long
term play, and it gives the players a deserved sense of
accomplishment.
I took last week off
from doing anything RPG related and played Civilization V, as I have
not done so in some time. That, in turn, led to me spending a lot of
time with modding my Civ game, as is my way. I don't create content
for Civ V (yet), there are many talented modders in it's community. I
used to mod Civ 4 though, although I foolishly deleted all of my work
when I migrated to Civ V. I also mod The Sims 2, mostly flavor stuff,
like start up text, or names for NPCs. I have created specifically
Norse, Scottish and Roman content to date.
I also recently
started playing Panzer Corps, a Panzer General clone, with my
brother.