Before I actually started the process of delving neck deep into the Original 7 RPGs, I thought about the scholarly approach I was going to take. Let me start right now by saying "that shit ain't happening!" Or, it may, but only as circumstances permit. I find myself enjoying my trip far too much to make this a purely scholarly project.In any case, I've been working my way through Dungeons & Dragons Volume 1 - Men and Magic, and finding the nuggets that, to my eyes, are the most insightful.
Number of Players: At least one referee and from four to fifty players can be handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts. (holy shit! 50 players?!? 1 ref to every 20 players ?!? I have trouble running a game with more than 5 sitting at my table these days)Under Recommended Equipment - Imagination and 1 Patient Referee ;)
Elves: They may use magic armor and still act as Magic-Users. (as elves swapped out their classes, choosing between being fighters and magic-users in between adventures, the magic armor perk is pretty powerful)
Other Character Types: There is no reason that players cannot be allowed to play as virtually anything, provided that they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begging as let us say, a "young" one and progress upwards in the usual manner, steps being predetermined by the campaign referee. (hmmm... by the time AD&D was introduced, this little gem was forgotten.)Strength gives no bonus to hit or damage.
6 levels of Magic-User spells and 5 levels of Cleric spells take up 11 1/2 pages. About one spell level per page. Digest sized. How come we can't write stuff as concisely these days?












