The adventure (Minotaur Madness of Matchalk) will be Sunday the 6th of August 2023. It will be 11:00 to 5:00 (hard stop). You would need to be there by 10:30 to finish pre-made characters.
* If you are not there on time (+/- 5 min), your character stats and HP will be inserted as average and it will be used as a retainer and cannon fodder right off the bat. A late arrival will not slow down the play. If your pre-made characters is dead by the time you arrive, you will be allowed to play a retainer.
Learning the Rules: It’s really easy to pick up and grasp the rules, because of its simplicity (everything is nerfed compared to what you are used to) and the fact that it’s the starting point for all editions with the same concepts – though races ARE classes! The majority of the character sheet will be done ahead of time. It will literally be a first come first choice for choosing pre-made characters on the day of the session. The game play is lethal comparatively as well – even more than what you are used to. You need to take rests – most characters die at first level. There is not an overtly strong role-playing aspect to basic. That said, because the mechanics are minimal and very “kick down the door” encounter driven it promotes leaves an open hole for it. Resolving combat and non-combat lacked a lot of nuance, so grasping the limited options made it easier for people to get involved with more confidence.
This is not a normal session. You are experiencing an older version. There is no obligation to save you if you get in over your head. The story is set, and deaths wont make a difference. The only backup characters are zero level retainers. This doesn’t fit in a campaign, It is self-contained and pretty linear.
The session will be a demonstration of some decent storytelling using much more primitive mechanics and processes. Yes, the rules are very different, but the concept of adventurers “killing things taking their stuff” and improving yourself using class levels all falls along the same lines, regardless of edition. The version of Basic DnD being used, like all early editions, has a lack of options and a simplicity you may not be used to. You don’t get to customize your pre-made characters as you are used to in other editions or games.
Everything is a very high fantasy perspective. It has a heavy Lord of the Rings/Tolkien flavor to everything – that’s where it drew its direct inspiration from. Using the theatre of the mind that is present in all RPGs, it’s still possible to have a rousing adventure with the same quality level of adventure, intrigue, and combat. Given the limits of time and the fact its a 1-shot, the majority of the rules will be adhered to but some derivations may occur (though none enough to spoil the experience of what Basic DnD is like).
The normal gaming contract has many non applicable line items. The session document basically serves as a GC.
Each player will control 1 retainer normally, the Recruiter any extra. Retainers share paired PC initiative and can go first so the PC can use as few resources as possible and make the best choices.
The pre-made characters (starting at 3rd level – the highest level the Basic rules went to) are: Fighter (human), Dwarf (super resistant fighter), Halfling (stealthy ranged fighter), Elf (fighter/magic-user), and Magic-User (human); secondary characters given enough interest: Cleric (human) or Thief (human). This will have all equipment and notes ready.
Game Master Note: Some of the more interesting items are not standard for basic. However, I would note that it did not take long for me to start creating non-standard items because the amount of items put forward for treasure was pretty limited in basic. The whole experience is just an exercise in creativity though, so I’m sure you can deal with it.
We will be using the silver standard of The Steel Realms, instead of gold of basic DnD. The moniker “gp” (gold pieces) will be replaced with “sc” (silver crowns) – the main currency of the setting. Arms and armor of those killed are considered “wrecked” unless magical, high quality (it will be noted) or killed outside of combat and are worth nothing as loot.
We will be using figurines for combat; these will be provided or you may bring one.
When firing into melee combat with a missile weapon, roll a d6; on a 1-3 an ally next to the target is hit (some classes can work around this).
A full set of DnD dice (d4, d6 – 3 if possible, d8, d10, d12, d20), pencil or pen. That’s it. Character and retainer sheets will be printed for you by the time you arrive. You will just fill in a few parts. While you do not need to read the full rules, they are available: Tom Moldavay edition of DnD Basic rules (1981; PDF linked temporarily).
Vegetables and chips will be provided. If you want a main dish, bring one. We will not be stopping, because it’s a one shot where we end is where we end so we need the most amount of time.
Because of the amount of preparatory time, the session will be held in the north end, in Sedro Woolley. It’s way too much prep and set up to the desired standards for me to hold it anywhere else other than close to home.
Ahead of time: Read session note and pre-made characters.
Match as best you can for your first character pick; trade characters as needed for best stat matches.
Flaming oil use requires a free hand. Normally oil is thrown (1st round) at 1 target, then a torch is thrown to light (2nd round) and it burns 2 rounds for d8 each round. To light and throw the same round requires both hands.A miss may hit nearby allies with ignited oil, a fumble definitely will.