Although I have neglected this blog in calendar year 2025, as we approach a new season and new year, I have decided to continue with more frequent updates but with two specific goals in mind:
1. Building a better, streamlined easier to run version of my favorite edition of D&D (Advanced 1st edition)
2. A campaign diary for my D&D and RPG games which can serve for some guidance and DM advice and feedback from those of you who have played the game a lot longer, or DMed for a while now.
I should probably preface all this by saying that I am not a noob DM. 2026 will mark 4+ years of being behind the screen of a regular local campaign and I also run a roll20 game every other week, when I am not playing in one, but these have been primarily 5e games.
Frankenstein AD&D
The version of AD&D I want to run harkens back to the 1e days, those halcyon days of youth which for many Gen Xers such as myself, can be colored with nostalgic sensibilities but which undoubtedly has also helped define and shape what gamers, RPG gamers to be specific, call the OSR movement.
I can't believe it's been several months (almost 10 to be exact!) sine I attempted an in-depth dive and look at the 1e DMG by Gary Gygax. This is the book I started playing with at age 13 in 1983, but have now come to appreciate with the benefit of a 50+ year filter, that I was looking at this book all wrong, as rather than adhere to all its esoteric contents and complexities, the book is meant as a guide and can be as malleable as you want it to be, tailored to each individual campaign or game table.
So what follows then is a continuation of that initial post, but also a reconcentrated effort to take the best or most usable bits of that tome and apply that which I want to use in my games, while throwing out the rest. The same goes for the 1e PHB and the subsequent books like Unearthed Arcana and the survival and dungeoneer's guide, which I find provide us with a blueprint for proficiencies which in my opinion, are superior to the feats which arrived in later editions of the game.
But in order to arrive at a truly unique "Frankenstein" recreation of Dungeons and Dragons, I submit that additions must also be made, whenever they are of a beneficial nature. That's when BECMI enters the picture, the precursor to the AD&D game, but which in my mind does a superb job of introducing neophytes into the RPG and D&D action and mechanics.
I realize that Holme's blue book basic was the first official basic ruleset, but I find BECMI to be more complete and easier to build a character and get a group going. So for our project, we are going to simplify the combat sequence found in AD&D 1e and utilize the much easier to run and digest combat sequence found in the BECMI player's book by Frank Mentzer, (starting on page 58).
But let us return to the DMG and continue where we left off more than two seasons ago. Before anything else I will point out that I am absolutely using the secondary skills table on page 12 upon character creation, as this gives some structure and guidance to the budding character, not to mention wonderful role-playing opportunities, akin to backgrounds in 5e. I have discussed in that previous post the character age, aging and death mechanics and those will also be included. From there we skip to the brief section on the Paladin's warhorse, which is interesting (on page 18) but only if you allow paladins in your game, which were not a part of BECMI but are definitely a part of the advanced game.
We will be skipping the section on followers for upper-level characters in favor of the rules for followers, mercenaries, NPC parties and hiring of specialists found on pages 24-27 of the Expert BECMI set, as I feel these are more clear and easier to digest than the convoluted guidelines for hiring these NPCs as presented in the DMG.
From here we jump back to page 19 of the DMG where Gygax outlines the thief abilities with greater detail than what can be found in the class description of the 1e PHB.
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| The assassin subclass of the thief in 1e D&D
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