Common occurrence: middle-aged guy realizes he misses D&D and wants to teach his screen-addicted kids. The old games are long since out of print, and the new versions are these $60 hardcovers full of garbage soft-focus digital art where apparently orcs are gentle souls and Alignment has been replaced by Today’s Vibes. You just want that old game. What’s to do?
And why not try the new one?
I’m here to help!
why play the old games?
They’re fun, flavourful, and built for speed and weird mischance. TSR’s version of D&D — in primordial, light-basic, and heavier-advanced versions — was made to be claimed, personalized, and houseruled out of recognizability. It’s a run’n’gun pulp adventure game of lateral thinking and adolescent charisma. The rules fit in a pamphlet, your character fits on an index card, and nothing is out of bounds but what you decide. It respects imaginative autonomy and calls out for stupid creativity. It owes nothing to video games (indeed, the other way around). It is an important part of post-Vietnam pop culture. It’s a great time.
the current, 5th edition
D&D 5e is a middleweight game — a cleaner design than AD&D, oddly proportioned the way the old game was. Spreadsheets were used in its design, but inconsistently. They don’t matter. It’s meant to be played on a chessboard but won’t just come out and say it. Its implied setting has abandoned the original pulp-inspired ‘humans and the occasional demihuman seek their fortune in a capriciously deadly world of monsters’ frame, in favour of a more diffuse ‘demihumans and the occasional human seek to do good in a basically safe world of monsters’ thing. The production values are excellent; the playerbase comes from videogames and deprecates ‘homebrew’ creativity to a startling, depressing degree.
There are some valuable mechanical changes to the old ways, chief among them Advantage/Disadvantage: most situational d20 modifiers are replaced by rolling twice and keeping either the better or the worse result. If you have both Ad and Disad (from however many non-stacking sources), they just cancel out. It’s simple and clear, and a bit deflating. There are some…questions…about which game system this mechanic was taken from, uncredited.
5e was designed in 2014 to be a ‘universal receptor’ for D&D players of all the previous modes: the woolly TSR games, the hideously overengineered 3e/3.5, even the elegant chess++ mistake 4e — a deliberate attempt to be every gamer’s ‘second favourite D&D.’ It’s enormously popular because it’s a popular chassis for voice actors and comedians to play on camera.
I’ve been playing 5e for years and am fine with it. But while it’s not a universal system, it’s not an idiosyncratic or interesting one either. It has no personality at all. I wouldn’t bother running it for my son unless he insisted.
old-school renaissance?
In the 3e and 4e eras, WotC/Hasbro licensed D&D’s rules. The terms of the license, combined with the fun fact that rules themselves are not copyrightable while their written expression is, led to a proliferation of ‘retroclones’ of the old TSR games, by (almost exclusively) guys who played the old games and wanted to go back and (usually) do it weirder. OSRIC is a cleaned-up AD&D 1e, Lamentations of the Flame Princess is a lean and strange black-metal version of the early-80s Moldvay/Cook ‘Basic/Expert’ games, Old-School Essentials is an autistically precise recreation of the B/X rules. The recent game Shadowdark reruns B/X with some post-5e simplifications and a handful of mechanics borrowed from old-school blogs. The old systems are easily adapted to other genres, it turns out: Mutant Future redoes Gamma World with B/X mechanics; Stars Without Number does the same for Traveller.
There are a lot of ‘old-school’ games to be had, none of them bearing the name Dungeons & Dragons.
print on demand?
And then Hasbro published an anniversary edition of the 1st edition hardcovers, which sold like gangbusters and told the suits that money was out there to be made.
And then all the 1980s D&D editions were made available in official PDF releases, which sold quite well and affirmed that money was out there to be made.
And then as softcover and indeed hardcover print-on-demand books!
So you can just buy the old games again online, wait a couple weeks, and have a spiffy new copy of your childhood to hand to your bored and functionally illiterate modern child.
OK so which version should you give her?
which books to buy?
To begin with…
Moldvay/Cook + Keep on the Borderlands. The B/X edition was, and still is, the cleanest, clearest, most evocative introductory version of D&D. The Basic Set — bright red with yellow lettering and a characteristic Erol Otus painting on the cover — came with the beloved, slightly incoherent intro adventure Keep on the Borderlands, and sold many many a copy in 1981-83. Even if you grew up on the rewritten ‘BECMI’ edition by Frank Mentzer, with the classic Larry Elmore cover art, get the B/X books instead.
If you run out of monsters six months from now, pick up the 1e Monster Manual or (even better) the 2e Monstrous Manual and do some elementary math to convert whatever stats seem weird. Guides exist online.
Alternatively…
Rules Cyclopedia + AD&D Dungeon Masters Guide. The canonical one-volume presentation of old-school D&D is Aaron Allston’s Cyclopedia. It has two flaws: it stretches the game from 14 to 36 levels, rather slowing certain skill progressions, and its visual presentation is fucking disastrous. No book has handled page numbers and headings worse than the RC. But it’s the only one-stop version of the game, handling everything from low-level ‘charismatic ne’er-do-wells rob graves and get killed by housecats’ to ‘strangle a god with your bare hands and take Her place’ stuff at campaign’s end. If you are limited to one old-school D&D book, it should be this one.
Meanwhile, Gygax’s Dungeon Masters Guide is one of the most important works of American postwar fantasy. It is totally incompetent work, and it is an outpouring of genius; the DMG left a Hobbit-sized crater in nerd-world, for better and worse. And you can read it forever and keep finding Neat Stuff, most of it stupid, much of it startlingly useful (‘…from a certain point of view’).
These two hardcovers, at a total cost of $60 or so, will last you a lifetime. And of course, a library of supporting material awaits.
Moreover…
Old-School Essentials. Gavin Norman’s retroclone combines Moldvay Basic and Cook/Marsh Expert into a single attractive A5 reference text with absolutely perfect information-design, totally devoid of flavour but ready to run in five seconds at the table. For most ordinary passages of play, there’s a two-page spread that has all your situational rules. OSE’s monster writeups are concise, the dice tables are squeaky clean, and D&D has never been more clearly laid out.
If you’re running B/X, you should own this book.
But it is useless as a teaching-text. Norman and company are coming out with a beginner boxset later this year — but instead of buying that for your kid and her friends, get the Moldvay book.
But then again…
There’s a single volume B/X Omnibus PDF floating around there, along with handsome cover PDFs (for hardcover and perfect-bound versions), which you could print at lulu.com fer real cheap. Less usable than OSE, for the usual reasons, but it’s got all the flavour, down to the wonderful cover paintings. If I were running B/X for my own son and his crew, this is the edition I’d give each of them. If you wait for Lulu’s annual 30% discount, it’s even the cheapest way to do it.