<a href="https://app.roll20.net/lfg/listing/116643/classic-" rel="nofollow">https://app.roll20.net/lfg/listing/116643/classic-</a>... Basic/BECMI D&D is not a great system by modern standards. It had
some unintuitive rules, some severe class imbalances, limited character
options, and some severe difficulty, especially at low levels. But
despite all that, it was still a significant system. It served as an
introduction to tabletop roleplaying for countless people and is
possibly the best-selling game of its kind. Plus, it featured a
progression not seen in many games since, with player characters
progressing from fragile rookies into dragon-slaying land-owners, and
eventually into godlike immortals, with mechanics to support all of it.
So let's take a crack at reliving the glory days of the original RPG.
Sort of.
Dark Dungeons was created as a modified retro-clone of BECMI D&D,
with a few house rules added to clean it up. Darker Dungeons , published a
couple years later by the same author, is a more modified version of
the same. It includes more house rules (including a new class), as well
as somewhat cleaner mechanics and a core mechanic (d20 + bonus, try to
roll 20+). I like most of the changes it makes, and it's still
compatible with original BECMI adventure modules, so it's what I plan to
run. We'll play through a series of modules published by TSR, starting with module B11: King's Festival.
I'll be taking up to six players for this game, but I can run with as
few as four. Familiarity
(or lack thereof) with the system, its progenitor, or the modules is
immaterial; as long as you're willing to learn the rules and play the
game, we're good. As for times, the nature of my job means I can't
always play at the same time every week, but I'm typically available in
the afternoon (U.S. Eastern time) on Sunday, Monday, Wednesday, Thursday, and Saturday.
Exact game times can be scheduled as a group, depending on when everyone
is free. If you want to join, head here !