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The Old School Renaissance: 3WD’s Top 4 Pros and Cons to Returning to Basic Dungeons & Dragons With the Basic Fantasy RPG

Greetings gamers from all systems, places and timelines, 

A change of pace can be nice, and when it comes to gaming it’s no exception. Case in point, we recently played two basic style D&D games using the Basic Fantasy RPG, and they were interesting to say the least. The rules are based on the Moldvay system from the 1980s which is about as old school as you can get without playing the White Box.  

If you haven’t tried this system, you might have heard things like: it can be a lot of fun, but you better bring several character sheets to the game. Because if you make it to the end of the adventure it probably won’t be with the same character you started the session with. 

So does this classic stand the test of time and is it worth playing today?  To answer this question we put together a list of reasons both for and against so you can be the judge. 

Pro #1: It’s Easy to Learn 

You won’t have to spend a great deal of time figuring out how to play this game as the entire rulebook is only fifteen pages long. And because it’s been through three editions, it’s polished and uses modern concepts such as a better armor class is one which is higher instead of lower. Yes, THAC0 was a thing and confused countless players over equally countless years. Making these changes more intuitive to players who are already accustomed to later editions of the game such as 5th edition. 

Con #1:  Not as Many Character Options 

It’s also easier to learn because there is less in it. For example, there are no feats or skills to customize your character with. And if you were expecting to choose from a dozen classes or races then you will be disappointed. Instead you can be a fighter, thief, magic user or cleric with a select few multi class options. While the races you can select are human, dwarf, halfling or elf. Although, to be fair some of the races have more differences than the ones in 5e making these decisions rather meaningful.  

Pro #2: Quick Combat Rounds 

Because we are dealing with a more meat and potatoes style of system, one of the plus sides is that combat rounds are fast. This can be nice because not every battle needs to take as long as the last fight scene at the end of a Superhero movie. 

This system also uses a six sided die plus your dexterity bonus to determine initiative. While a bit old school, it’s kind of nice when you roll two and it doesn’t necessarily mean your turn won’t come up until next week. 

Con #2: Quick Death 

Saying this system doesn’t play around is a serous understatement. The saving throws are absolutely unforgiving as I’m pretty sure this system spawned the phrase “ save or suck.” If that’s not bad enough, consider you have to roll for starting hit points instead of starting at max for first level. And if you drop to zero hit points, you’re dead. Not down and waiting for a healing spell but dead as in your friends are all wearing black and covering you with dirt. 

Pro #3: Good for Newish or Completely Green Players 

If you are looking to introduce someone who is inexperienced with roleplaying games, this isn’t a bad place to start. As the rules are about as straightforward as you can get. Giving them just what is needed to hit the dungeon floor running. As it will allow the new player to spend more time learning the system by playing as they try to digest concepts such as why you want more gold and experience points while not running out of hit points. Just keep the gloves on during this session because you want them to come back instead of running away screaming. 

Con #3: Bad Rolls Could Make a Character Nearly Unplayable 

There are three aspects to character creation which, if any one of them goes south, you could have a critical failure on your hands. For example, do you want to be a fighter exploring a death trap of an underground labyrinth who’s not really strong, agile or durable? Because rolling three six-sided dice for your ability scores, and placing them in order as they are rolled up is about as hard core as you can get. But don’t worry, your character may have died, but because of their high charisma score at least there will be a decent turn out for the funeral. 

But maybe your stats are good or, at least, passable, and then you roll crappy hit points. Between the two games, we rolled up a shocking amount of warriors who had three hit points or less! And if somehow you come up with both good stats and hit points then you have to roll at least ok starting money. Otherwise, your fledgling character will be staring down a horde of goblins who are somehow all better equipped. 

Pro #4: Old School Dungeon Crawling 

Wherever your group will be tasked to explore, it will undoubtedly be a dark place filled with both deadly traps and monsters. But those who are fortunate enough to survive will find the rewards to be great in the form of untold riches and magic. When playing such a game, the energy at the table is just a little more intense, because it feels like you are working without a net and death could literally be behind any corner. This was so much the case that in both sessions, not a single person glanced at their cell phone while the game was in progress. 

Con #4: Slow Leveling

Well folks, if you were looking for a more realistic, slow leveling system, then you’re in luck. Because at the end of the first mission, several of our companions had fallen, some multiple times. Those who managed to survive had only done so by the skin of their teeth and with luck being on their side every step of the way. And their reward for cheating death’s icy grasp was advancing ten percent of the way closer to level two. 

You could make a case for that being realistic. However, that would make my character immediately want to cash in their chips and go live on a farm far, far away from any mysterious underground tunnels, crypts, or ruins. 

House Rules Without Breaking the Game 

If you found any of these cons to be deal breakers, or just needed some tweaks, then here are some simple house rules. These should make the game run smoother without trying to overhaul it from beginning to end.

For example, during character creation characters, you could roll four six-sided dice and drop the lowest one. And at least allowing them to place their die rolls where they desired for their first character. 

The character’s could increase their hit points like in fifth edition where someone who normally rolls an eight sider also has the option of just taking five. There likewise should also be set at a standard amount of gold to start with. Or, if you are feeling lucky, feel free to gamble and take your chances. 

Even If you enjoy the mortality aspect of the game then at least consider allowing an injured character to fall into negative hit points before expiring entirely. Back in the day, downed characters would lose one hit point per round until their wounds were treated. And if they fell past negative nine hit points then they passed the point of no return. 

Finally, experience points could be moved over to the milestone advancement system so your character wouldn’t have to complete forty-five suicide squad level missions to make it to level three. 

Final Thoughts 

If you are looking for something which is light and fun to do for an afternoon with your group as a palate cleanser, then this is definitely worth checking out. Especially because it’s free. That’s right… every rulebook, module, anthology, and supplement is completely free! 

Don’t be afraid to use the suggested house rules to make it less grindy or deadly. Unless your crew is looking for an especially hardcore challenge; then by all means. But be warned, in one game some years back, one player died seven times before we completed the session and that wasn’t even the end of the adventure. 

And, if you find that you need dice for your delve back into the Old School Renaissance, please visit our affiliate link at Fanroll Dice and get 10% off your entire purchase!

14 thoughts on “The Old School Renaissance: 3WD’s Top 4 Pros and Cons to Returning to Basic Dungeons & Dragons With the Basic Fantasy RPG”

  1. Another thing about these basic rules is that with combat and character creation so streamlined it is practical to play with a bigger party. 7 or 8 characters (or more!) should not be too much of a problem. And with combat so deadly and 1st level characters so fragile, having more troops on your side is a big plus. Your fighter down to 1 hit point? Fall back and shoot your bow while someone else fills the front line.

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  2. Fewer character options? Are you guys really OSR? With the OSR there are MORE character options than you get when you consider all of the OSR material that enriches B/X (which you didn’t even mention B/X Fantasy Roleplaying, a single edition book that organizes B/X) like Black Pudding, Blackrazor’s books or even blogs like mi e that I have written since 2009 with decades of material to use.

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    • Excellent points! We played through using the Basic rules for Basic Fantasy RPG. They also have tons of supplemental materials, but we didn’t want to get bogged down with that when we were playing around with a one-shot. Have been interested in checking out that B/X single book, thanks for the info!

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  3. Basic Fantasy is without question the best game to introduce people to rpgs because the thing you didn’t mention is that everything is free.
    POD books can be purchased for cost and pdf’s are free from several sources. There are optional classes and rules available as downloads as well. Several supplements and quite a few modules. It’s still basic fantasy, literally and figuratively, but everything is relevant to more modern games.
    And as someone who started with the Moldvay boxed set, your adventure should have been less deadly and/or more rewarding. 200 xp seems pretty low for an adventure where people are going down left and right.

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    • Yeah, definitely. WE talked about that in the podcast episode that preceded the article. I was really taken with their mission statement of everything being free, pretty awesome way to introduce people to a great hobby.

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  4. I was a proofreader on this game. It’s an awesome game for beginners. I used it to introduce my kids to roleplaying games back when it first came out.

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  5. Actually in Basic DND
    Elf, dwarf and halfling are classes themselves
    Humans play a fighter, cleric, magic user, or thief

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  6. A nice summary, Tony! Although you do make it sound considerably more deadly than it really was. I played in both the games you mentioned and with 6 players in one and 5 in the other we only suffered 2 deaths (both of them mine!) although it’s true that we did house rule a saving throw when you reach zero rather than automatic death. Without that, we would have had four or five dead. In any case, it was indeed a lot of fun and I would definitely recommend using this as a way of breaking in new players to the game. Not only will they learn the basics very quickly and easily, but if you do later move them into a 5e campaign they will be thrilled with the greater amount of surviveability they gain. 🙂

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    • Makes me think of a game I DMed for my sons & their friend in the mid-80s. The friend was a true newby. He played the magic user, but he had only 3 HPs. He died quickly, but my boys were ready with plenty of healing potions to pour down his gullet. Rinse and repeat several times. By the end of the session it had become a “thing”, and to this day I can still get a chuckle from them by saying “oh no, I’m dead again!”

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