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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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<blockquote data-quote="Iosue" data-source="post: 6687564" data-attributes="member: 6680772"><p>Indeed. What I find interesting in retrospect is that as tightly as Moldvay presents the game, he nevertheless maintains a sense of freedom. In this section, you have the very good rules for stocking a dungeon, creating an NPC party, and wandering monsters. And yet he prefaces or interlaces them with injunctions that "the DM can choose, or do this". This gives the new player or DM all the structure they need to run the game, while at the same time indicating that it's all optional -- the DM has freedom to set-up the game as they like.</p><p></p><p>As I look back into the deeps of time, at our first foray into roleplaying with Moldvay, I strikes me that this is pretty much how it played out. We played our earliest games with his guidance, but as we felt comfortable with the rules, we drifted them to the style of play we liked. We weren't into "save or die", so those kinds of poison traps vanished from our game. Instead of random stocking and wandering monsters, we started stocking the dungeon as we envisioned it, emphasizing a more "heroic" style of play. Throughout this, though, there was never a sense of "I don't like this rule," or "I have to houserule this game to make it play like I want." Rather, it felt like the game gave us both a solid foundation to build on, and then the freedom to do so.</p><p></p><p>Interestingly enough, though I'm playing 5e with that same group now, I find myself going back to many elements of Moldvay, some of which we had phased out. Turn-based exploration. Side initiative. Morale. Wandering Monsters. Monster's somewhat out of the PCs' league. And yet, that group, having come up with Moldvay as well, are fully on board and having great fun.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6687564, member: 6680772"] Indeed. What I find interesting in retrospect is that as tightly as Moldvay presents the game, he nevertheless maintains a sense of freedom. In this section, you have the very good rules for stocking a dungeon, creating an NPC party, and wandering monsters. And yet he prefaces or interlaces them with injunctions that "the DM can choose, or do this". This gives the new player or DM all the structure they need to run the game, while at the same time indicating that it's all optional -- the DM has freedom to set-up the game as they like. As I look back into the deeps of time, at our first foray into roleplaying with Moldvay, I strikes me that this is pretty much how it played out. We played our earliest games with his guidance, but as we felt comfortable with the rules, we drifted them to the style of play we liked. We weren't into "save or die", so those kinds of poison traps vanished from our game. Instead of random stocking and wandering monsters, we started stocking the dungeon as we envisioned it, emphasizing a more "heroic" style of play. Throughout this, though, there was never a sense of "I don't like this rule," or "I have to houserule this game to make it play like I want." Rather, it felt like the game gave us both a solid foundation to build on, and then the freedom to do so. Interestingly enough, though I'm playing 5e with that same group now, I find myself going back to many elements of Moldvay, some of which we had phased out. Turn-based exploration. Side initiative. Morale. Wandering Monsters. Monster's somewhat out of the PCs' league. And yet, that group, having come up with Moldvay as well, are fully on board and having great fun. [/QUOTE]
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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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