If you don't have access to the D&D Whitebox reprints (Books 1, 2, & 3) you can download a copy of the Swords & Wizardry White Box 1st ed here. It is a pretty close match to the original rule set.
CAMPAIGN INFO
- General Info: This campaign will be a rules lite “Old School” gaming experience. Players will be encouraged to participate in building the world.
- Campaign World: Generic world with no specific background except as detailed in each module, to be designed as we move forward. Players will influence the level of depth.
- Background/Setting: “A world of the DM's making as a faceless rube exploring for fun and profit” (Paladin).
- Adventure Modules: Modules will be a combination of homebrew and published OD&D.
- DM(s): DM’s will trade off running modules (DexterWard, Paladin, etc.) as schedules allow. DM’s will be impartial to players or creatures.
- Characters start out as commoners (blacksmith, farmer, sailor, cook, etc.) with no backstory (0-level characters).
- Players will choose a class for their character upon reaching 1st level.
- Run adventures in the classic 0e Old School fashion (see 0e System Concepts section below).
- Keep things fast and loose favoring gaming experience over rules.
- Willing to allow drop-in players for one-shot adventures
- Alignment will not be used
0e System Basics
Some Basics
- NPC's have varying skills based on age, profession, experience, personality traits, motives, goals, etc.
- A 0-Level character is an NPC that has chosen to become and Adventurer.
- All characters use a single level advancement system.
- 0e is as much about exploration, searching, and using your brain as it is about combat.
- We don’t use Rules, the DM makes Rulings.
- Make observations about the environment, then use description to act.
- Describe any action you like, seriously, any (use your brain not your character sheet).
- DM uses common sense and character pathology to adjudicate the action (DM may ask for a check or roll it himself).
- Tell the DM where you’re looking, what you’re doing, and how you’re going to do it (be specific).
- There are no rolls to see if an NPC is lying, or to search for traps (use your brain).
- Try to keep your character and other part members alive.
- Player skills count as much as character skills (use your brain, not the character sheet).
- Challenges wont always be tailored to the party’s level (run if you have to).
- 0e begins at a human-sized scale. 0-level characters are barely better than NPC’s.
- Character’s never become invincible; they gradually become stronger (think Conan, or Batman).
- Use you Player brain and your Character brain to analyze the environment.
- Scout, look, listen, and think. Don’t try to kill everything you come across (depletes resources).
- Don’t assume you can defeat every obstacle/creature.
- Asking lots of questions helps you make informed decisions (DM should paint a detailed picture of the environment; use it).
- Protect the weaker members of the party. They have a significant/important role to play. Use them.
- Hire and use Cannon Fodder.
- Why is your character with the Party? Why?
Success vs. failure is not always black and white (pass/fail). Sometimes your character must weigh taking a chance over staying safe. Will you need a resource later on, or is right now the time to use it? Every action has a consequence. Sometimes it is phenomenally good and other times it will be devastatingly bad. Your character may eventually get the door open, but is what’s behind that door worth the risk? Did beating the devil out of the door for five rounds warrant the reward? Creating a hellish racket might well result in notifying every dungeon denizen within earshot.
What Do You Do?
Try to imagine your character in a living, breathing world, then describe what actions they will take based on the knowledge at hand. Don’t limit yourself to placing your character’s actions into a “skill” or “feat.” Doing so just turns that living, breathing world into a clunky broken one-armed robot with a personality disorder. Describe the actions your character will take based on what you think they can realistically accomplish (within the bounds of their pathology and the environment) or must take to affect a desired outcome. Describe anything you can think of, seriously, you can attempt anything you think your character can mange to pull off. Sometimes you may even need to take an iffy chance to move toward a goal. Swing from the rafters; jump down on unsuspecting (or even suspecting) creatures; Perform acrobatics, slide between the legs of a giant, leap over desks, slap the guard captain, put on a dress and try to woo the Orc sentry, or throw a piece of furniture at the enemy.
- What outcome do you hope to accomplish?
- What are your intentions?
- What approach will bring your character closer to achieving those intentions (goals)?
- Is the approach possible (based on pathology and environment)?
Consider The Following:
- ACTIONS VS. OUTCOME: What possible outcomes can your actions produce?
- APPROACH VS. INTENT: Does your approach move the character or party toward a desired goal?
- SUCCESS VS. FAILURE VS. CONSEQUENCE: What possible consequences can the success or failure of your character’s actions produce (for themselves and the party)? (This is a tough one, because you don’t know what might be around the next corner, and you don’t know what action right now will hinder or help a subsequent encounter later on; resources are always a premium)
- BAD, WORSE, & OH CRAP!: You may have to choose between the lesser of three evils, or give up one thing for another—or even worse, choose between what your character would do (pathology/desire) and what they should do (the greater good of the party).
If the approach has no hope whatsoever of succeeding, if it is absolutely outside of the realm of possibilities, the DM will most likely suggest you modify your character's actions prior to the summary round (if they’re nice).
If the approach is borderline, if failure will have a significant outcome on the trajectory of the character/party, the DM will ask for a check or roll it for the party. The outcome of the roll will determine the level of success or failure (scaled: 1 very bad, 18 awesome).
Adjudication
The DM will analyze the environment and the character’s pathology to determine if a character's actions are possible. If they are easily or moderately accomplished…Whoohoo! Success! If they straddle the line, the DM will ask for a check (or roll it himself) based on the appropriate attribute. The DM will only ask you to roll if the action has a significant chance of adversely affecting the character or party in some significant way. The degree of success or failure will then be based on a roll of the dice (random, fate, or otherwise). Not all characters have the same chance of succeeding at a particular task (a Halfling has a much better chance of sneaking up and stabbing the guard captain than a Half-Giant).
REFERENCE MATERIALS
A Quick Primer for Old School Gaming (Matthew J. Finch and Mythmere Games)
D&D Whitebox reprints (Books 1, 2, & 3)
Swords & Wizardry White Box 1st ed
Old-School Essentials: Basic Rules