Advanced Dungeons And Dragons 2Nd Edition
Roleplaying GamesOrme
973 XP
MuadMouse
11544 XP
Posted by Orme
I've never had the opportunity to familiarize myself with the rules for 1e. I have a couple of 1e books for Greyhawk, and as far as I can tell the changes were rather minimal. What changes were there that diminished the second edition?
MuadMouse
11544 XP
Ardac
16954 XP
I have some homemade, the bad is that they are in Spanish, but if it works for you we can change the language
http://caracasrpc.com/biblioteca/docs/hojaper.zip
MuadMouse
11544 XP
Posted by Ardac
Thanks a lot! And don't worry about the translation - it's pretty much all technical terminology, so it's not hard for me to figure out what goes where.
A friend of mine was visiting Poland (or the Czech Republic... anyway, somewhere where they're short on vowels) and ended up hanging out with this local guy who didn't know English very well. They had serious problems communicating until they found out they were familiar with the same roleplaying systems. They used that to communicate. That and vodka, I believe.
Although RPGs are not quite as language-dependent as many think, I do think the vodka might have been the key ingredient here...
Ardac
16954 XP
arisilverblade25
4921 XP
MuadMouse
11544 XP
Posted by arisilverblade25
One of my characters, a bard, had a pet Cloaker. He wore the lazy creature on his shoulders as a regular cloak, and if he got into a tight situation he'd toss the creature (irate for having been woken up) at his enemies and watch the carnage unfold (quite literally).
As a kid I used to have trouble communicating to my dad - who was always very much into all sorts of games - the nature of rpgs. When I came home from a session he'd always ask "Who won?" At first I was simply dumbstruck by the question because it simply did not compute. As my adolescent brain floundered through the computation that led me to the realization that the fundamental difference between most games and rpgs is the lack of actual win-loss parameters I started answering "Well, our characters survived" (at least when that was the case - it was old school AD&D after all) for a time. Then I finally got spurred into demonstrating what rpgs were and ran a game for him. After that, the post-game question turned into "What happened to you all?"
One of the most challenging games I've run, by the way. It was, after all, an improvised game for a fundamental authority figure. Did wonders for my confidence as a fledgling GM.
Interesting point, by the way: the character he created was almost exactly like my default fantasy character - a half-elf bard. No surprise, though, I guess...
Werwolf
2935 XP
MuadMouse
11544 XP
Posted by Werwolf
I can't resist asking: what's your favourite of these other systems?
I always enjoyed the fact, that you actually have to roleplay and not to dungeon-crawl to have the kind of fun which is compatible with the rules. That you have to invent houserules, or at least to be flexible, to make the system work without an overabundance of stiff and fixed rules, just to be on the save side if something unusual like the following happens:"WHAT!?!?!? Why do you want to put that demonic mold into the cavity of your lost eye!? ... (speechless) ... To do what? To be able to summon Mr. Hankeys and Golgothans? ... (doubting speechlessness)"
That is indeed at the core of the game's appeal. In fact, during recent sessions of D&D 3e with my old group there's been griping about the stiffness of the rules from people who have played it exclusively since abandoning 2e over a dozen years ago. I view this as a healthy development. We've discussed changing over to Pathfinder, which wouldn't be a bad move, but I do wish we could rid ourselves of battlegrids and minis and move onto a more narrative-focused, flexible system. Unfortunately our campaign has been running for as long as the "War on Terror" and is just as unlikely to change.
Having run 2e again I can't say I'd support a shift towards it - the core is sound but encumbered by an adolescent awkwardness that makes it less than intuitive. Sort of like myself when I started playing it, and those are years I'd rather not return to. x)
At the moment I'm stuck with the sole remainder of the last group I've been playing with and we'll graciously accept every roleplayer who'd like to join us. If you are interested send me a message and you will receive the details.
Happy hunting! Where are you located, by the way? My own gaming calendar is full, but there's always a chance I (or someone else, for that matter) might happen to know someone in your neck of the woods who'd be up for a game but doesn't frequent the forums.
Werwolf
2935 XP
Posted by MuadMouse
That would be Shadowrun 2 or Titans. I'm not sure, which one I like better, but I tend to point at Shadowrun.
Kitharis
6999 XP
Hilly Greenfield
10218 XP
I love old, 1st editon AD&D books (art and design) and rules. Maybe because it was more about the story, roleplaying, feeling the world you are playing in, not just rules and math. Of course, with good DM you can get such a experience playing with any rules and game systems, but old 1st edition books was more about roleplaying and exploration than combat.
I like the most, such a books like Wilderness Survival Guide and FR5 The Savage Frontier.
Updated 12 June 2014 (00:45)
MuadMouse
11544 XP
Posted by Kitharis
I'll most definitely check it out! For all my skepticism - cynicism, even - when it comes to industry giants, deep in my heart there is always that tiny spark of hope that they'll redeem themselves.
Posted by Hilly Greenfield
I do believe you hit the nail on the head there. Now that I think about it, all the AD&D games I've enjoyed the most, whether as DM or player, have revolved around exploration. With a core system and little else, it is difficult to predict just what you'll find behind the next boulder. Creatures are designed with a seat-of-the-pants attitude, fitting whatever mechanics seem to suit the occasion, as opposed to the all but fixed list of abilities and associated rules 3e players expect their DMs to limit themselves to. In AD&D there is no chance for a player to extrapolate the entire stat block of a creature based on a couple of attack rolls (which is the mark of a 3e veteran), and there is no excuse for them to yell "It can't do that!" There is always that possibility of the weird and wonderful in every encounter because the rules bend to the DM's vision, not the other way around!
Ok, now I'm ranting. *deep breath*
I like the most, such a books like Wilderness Survival Guide and FR5 The Savage Frontier.
I have the same sort of warm and fuzzy feelings about Greyhawk (especially post-From the Ashes) and its supplements. Some of them are nostalgia, but a whole lot is just due to solid writing and world creation (not mention the art of Ken Frank). They taught me to consider fictional worlds and their inhabitants as dynamic entities with intertwined destinies, no matter how strange they may seem to begin with. There's geography, climate, magic, culture, politics, individual pettiness and virtue, and of course sheer weirdness, and that the purpose of all of these is to be explored and messed with by players and DM alike. *wistful sigh*
All in all, I agree with Kurt Wiegel's sentiments on the setting.
Now I'll go see what random encounters the land of dreams have to offer.
Werwolf
2935 XP
MuadMouse
11544 XP
Posted by Werwolf
I haven't run Forgotten Realms or immersed myself in the fluff, but what I can tell from twenty-odd years of playing games set in it, I doubt tieflings would be a problem for the locals. After all, there's weird magical stuff flying all over the place, so encountering a mostly human-looking individual with horns or a tail is unlikely to shock anyone. Magic is commonplace in that world, and you're bound to get a bit jaded after a while.
I think the question to ask here would be "How much different would these people judge a tiefling when compared to the average adventurer?" Let's face it, adventurers make their living poking around in places and with things no one else wants to touch, and it shows in the poor buggers.
2.: How does a planar one react towards the Realms?
Like any tourist or expatriate, I'd imagine. Some with wonder, some with contempt, some with a combination of the two or utter disregard. It's all down to the individual, but I'd assume tieflings and other planar hybrids, by their very nature, would have less trouble than most relating to different planes of existence.
3.: Are there any usually occuring problems when introducing a Tiefling-NPC into a standard Forgotten Realms-party except for the hotheadedness and slightly demonic appearance?
Regardless of the NPC's race, it's always good to make sure the party has ample reason to stand the NPC's presence. That comes down to PC personalities more than anything else (except perhaps the attitudes of the players themselves). Since the tiefling is an employer the average adventurer (i.e. greedy hobo) will probably greet them with open arms and hungry purses. Then again, it's best not to make too many assumptions about PCs - that'll bite you in the arse right quick! Do you have any idea about what sort of character's you'll have in the party? Is there a theme to the campaign?
You might want to check out this article, it might give you some general ideas about handling your tiefling.
Werwolf
2935 XP
Do you have any idea about what sort of character's you'll have in the party?
Currently there is only a somewhat meglomaniac teenage boy (the charakter, not the player) from the last group around. As for the others, no idea. My Dungen Master style, when it comes to the characters, is focused on one principle only:
Play what you like to play. It shouldn't matter what species, classes or backgrounds are already there. Build a character you'll really like to play (as long as it can fit at least roughly in the party) and I'll take care of the rest.
It worked very good over the years even when (for example) there was a big fight and no fighter in the party or when (I actually had) a male High Elf fighter/mage as leader and a female Drow cleric in the same party (didn't work for long but not bad at all).
Is there a theme to the campaign?
The basic theme I have planned so far is:
The charakters (starting at level 0 or 1) are supposed to gain some levels at first. Then to meet a high-ranking paladin with plans to build a fortress and a settlement for the "rejected or dying out" (Half-Elf, Mongrelmen, Dwarf, etc.) and others who are just as welcome. Especially young groups of adventurers to counteract problems, The paladin will provide them with a base, some support and the occasional adventure.
Updated 14 June 2014 (11:01)
MuadMouse
11544 XP
Werwolf
2935 XP
MuadMouse
11544 XP
Posted by Werwolf
Greyhawk, although for the most part because it's the one I ran. I like the reasonable power level of the setting (the most powerful individuals are not so by virtue of levels and attributes, but due to political clout and cunning), as well as the adventure-friendly geography of the place. It also supplied that little bit of moral complexity (especially with From the Ashes) that I like to spice things up with.
However, I suspect I would've responded even better to Birthright - I've always been a fan of sacral kingship and high politics. Unfortunately, it just sort of passed me by. We had a bunch of DMs running Forgotten Realms, Greyhawk, Mystara, Ravenloft, and Dark Sun (with plans for Al-Qadim and Dragonlance), but no one picked up Birthright. I suppose we just had our hands full already.
Mystara also tickled my fancy. I guess I'm a fool for the classics.