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Sing to me, O Muse, of BECMI!
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<blockquote data-quote="deganawida" data-source="post: 8889673" data-attributes="member: 67836"><p>With the ongoing kerfuffle, I am reviewing things that I want to run with my friends and family. I'm just a backup, one-off DM for our group, typically, but I want to play less and help others play more. As part of that, and noting that I'm putting together a Savage Worlds short campaign and a Castles & Crusades version of the DL modules, I thought to look at something which I never played but always wanted to play in or run: BECMI D&D. I have OSE, and love what it has of B/X, having never played B/X when it was big, but BECMI seems to be a total gaming system, and the Known World/Mystara enthralled me in my teens with Tower of Doom and its sequel.</p><p></p><p>Things which appeal to me is that it seems to be a complete game, with a world and lore baked in, and that the story should emerge during play. By the latter, I mean that it seems (from my brief review of web reviews) to start in a dungeon or wilderness, and player action starts to form antagonists as they go. I may be drawing conclusions there, but that concept of play really intrigues me.</p><p></p><p>So, for those of you who have experience, what separates BECMI from AD&D, both in rules and flavor? What is good about it, what is not good (Thief Skills, I know about), and how should a campaign for this be run? Would it be best starting with the B and E box sets? Or should I just grab a copy of Rules Cyclopedia off of eBay and make something from that? </p><p></p><p>Also, what do y'all think of the Known World/Mystara as a setting?</p></blockquote><p></p>
[QUOTE="deganawida, post: 8889673, member: 67836"] With the ongoing kerfuffle, I am reviewing things that I want to run with my friends and family. I'm just a backup, one-off DM for our group, typically, but I want to play less and help others play more. As part of that, and noting that I'm putting together a Savage Worlds short campaign and a Castles & Crusades version of the DL modules, I thought to look at something which I never played but always wanted to play in or run: BECMI D&D. I have OSE, and love what it has of B/X, having never played B/X when it was big, but BECMI seems to be a total gaming system, and the Known World/Mystara enthralled me in my teens with Tower of Doom and its sequel. Things which appeal to me is that it seems to be a complete game, with a world and lore baked in, and that the story should emerge during play. By the latter, I mean that it seems (from my brief review of web reviews) to start in a dungeon or wilderness, and player action starts to form antagonists as they go. I may be drawing conclusions there, but that concept of play really intrigues me. So, for those of you who have experience, what separates BECMI from AD&D, both in rules and flavor? What is good about it, what is not good (Thief Skills, I know about), and how should a campaign for this be run? Would it be best starting with the B and E box sets? Or should I just grab a copy of Rules Cyclopedia off of eBay and make something from that? Also, what do y'all think of the Known World/Mystara as a setting? [/QUOTE]
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