<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 !