Monday, July 22, 2024

D&D Combat

Good morning! Sorry, it's been a while...last week was busy, as was the weekend, though we did have a chance to get back to our on-going exploration of Dragon Wrack. Unfortunately for the kids, the session didn't end well.

It started well enough: they found the hoard of great the red dragon, Usumgallu, and looted the hell out of it for about an hour (for the adventure module, I created a procedure for searching dragon hoards, given that players generally want to pick out the best bits of these piles; it's in the appendix). Time was of the essence as the approaching Red Wing of the dragon army was close to arriving...had they exited the temple-fortress via the tunnel to the dragon pits outside the city, they would have found themselves quickly barbecued. 

However, they instead decided to go back up to he temple proper and find a different exit, blundering into the Black Wing's color guard standing watch over their army's battle standard. While four elite orcs aren't a match for an eight-strong band of seasoned adventurers, the horns and sounds of combat brought another 40 orcs who completely surprised the party and quickly grappled them...all except the assassin, Salamander, whose 17 dexterity allowed him to react, and whose boots of speed allowed him to escape capture.

Total treasure found: 296,147 g.p. plus a huge assortment of unidentified magic items. However, more than half of that was in a bag of holding that was captured by the orcs. Salamander absconded with the party's other bag of holding (it is his, after all). Diego plans on attempting a rescue of the prisoners (that will be our next session). but he's not terribly thrilled at the prospect.

I wanted to write a bit about running D&D combat, especially AD&D combat. I get a lot of questions on the subject (usually via private email), and have thrown in my two cents on various blogs and forums elsewhere. Combat is not, in my opinion, a very difficult thing to do, but one needs to approach it from the right perspective; the correct mindset, I find, is incredibly helpful.

First off, remember D&D is a game. Hold that firmly in mind. I will elaborate on this in a second, but it's important enough to mention first. 

Second, one has to understand that D&D's roots are literary, not cinematic. It is to be expected (these days) that a lot of people coming to the game form many of their assumptions of fantasy adventure from films and television shows (both live-action and animated) that they have watched.  However, it is not useful to think of D&D combat in terms of what one sees on the screen. Cinematic combat, like all things in a cinematic story, is supposed to exist for one (or both) of two reasons: to develop a character or further the plot. 

[of course, some filmmakers will also do combat simply for entertainment (fan service/expectation, etc.) which is why some combat scenes might be called "gratuitous," but let's not digress too much]

Because cinema is a visual medium, combat needs to be visually interesting, and over the years elaborate choreography has been developed to appeal to an audience that (presumably) has watched countless "fight scenes" over the years and need different, more elaborate or intense, forms of stimulation to maintain the viewers' engagement. Scenes play out with fancy maneuvers, camera zooms on individual 'moves' and actions, each swing of the blade being emphasized, each punch or kick being given attention, slow motion being employed to show the specific tripping or headbutting or individual wound that causes a specific form of pain and suffering.  

It is akin to the comic book form of story telling, where each individual panel is a moment of frozen time, to be lingered over by the reader's eye.

Generally speaking, combat in literature is nothing like this. Whether you're talking Tolkien or Howard or any of the other fantasy/pulp influences on D&D, the literary medium is not a place you will find blow-by-blow combat scenes...certainly not on the scale one finds in TV and film.

"About turn!" [Gandalf] shouted. "Draw your sword Thorin!"

There was nothing else to be done, and the goblins did not like it. They came scurrying around the corner in full cry, and found Goblin-cleaver, and Foe-hammer shining cold and bright right in their astonished eyes. The ones in front dropped their torches and gave one yell before they were killed. The ones behind yelled still more, and leaped back knocking over those running after them. "Biter and Beater!" they shrieked, and soon they were all in confusion, and most of them were hurling back the way they had come.
The Hobbit, Chapter 4 (Tolkien)

He beat the creature off with his hands -- it was trying to poison him, as small spiders do to flies -- until he remembered his sword and drew it out. Then the spider jumped back, and he had time to cut his legs loose. After then it was his turn to attack. The spider was evidently not used to things that carried such stings at their sides, or it would have hurried away quicker. Bilbo came at it before it could disappear and stuck it with his sword right in the eyes. Then it went mad and leaped and danced and flung out its legs in horrible jerks, until he killed it with another stroke....
The Hobbit, Chapter 8 (Tolkien)

Jehungir did not try again. That was his last arrow. He drew his scimitar and advanced, confident in his spired helmet and close-meshed mail. Conan met him half-way in a blinding whirl of swords. The curved blades ground together, sprang apart, circled in glittering arcs that blurred the sight which tried to follow them. Octavia, watching, did not see the stroke, but she heard its chopping impact, and saw Jehungir fall, blood spurting from his side where the Cimmerian's steel had sundered his mail and bitten to his spine.
The Devil In Iron (Howard)

Shifting his reddened scimitar to his left hand, he drew the great half-blade of the Yuetshi. Khosatral Khel was towering above him, his arms lifted like mauls, but as the blade caught the sheen of the sun, the giant gave back suddenly. 

But Conan's blood was up. He rushed in, slashing with the crescent blade. And it did not splinter. Under its edge the dusky metal of Khosatral's body gave way like common flesh beneath a cleaver. From the deep gash flowed a strange ichor, and Khosatral cried out like the dirging of a great bell. His terrible arms flailed down, but Conan, quicker than the archers who had died beneath those awful flails, avoided their strokes and struck again and yet again. Khosatral reeled and tottered; his cries were awful to hear, as if metal were given a tongue of pain, as if iron shrieked and bellowed under torment.

Then wheeling away he staggered into the forest; he reeled in his gait, crashed through bushes and caromed off trees. Yet though Conan followed him with the speed of hot passion, the walls and towers of Dagon loomed through the trees before the man came within dagger-reach of the giant.

Then Khosatral turned again, flailing the air with desperate blows, but Conan, fired to berserk fury, was not to be denied. As a panther strikes down a bull moose at bay, so he plunged under the bludgeoning arms and drove the crescent blade to the hilt under the spot where a human's heart would be.

Khosatral reeled and fell.
The Devil Iron (Howard)

Five Picts were dancing about them with fantastic leaps and bounds, waving bloody axes; one of them brandished the woman's red-smeared gown. 

At the sight a red haze swam before Balthus. Lifting his bow he lined the prancing figure, black against the fire, and loosed. The slayer leaped convulsively and fell dead with the arrow through his heart. Then the two men and the dog were upon the startled survivors. Conan was animated merely by his fighting spirit and an old, old racial hate, but Balthus was afire with wrath. 

He met the first Pict to oppose him with a ferocious swipe that split the painted skull, and sprang over his falling body to grapple with the others. But Conan had already killed one of the two he had chosen, and the leap of the Aquilonian was a second late. The warrior was down with the long sword through him even as Balthus' ax was lifted. Turning toward the remaining Pict, Balthus saw Slasher rise from his victim, his great jaws dripping blood.

Balthus said nothing as he looked down at the pitiful forms in the road beside the burning wain. 
Beyond the Black River, Chapter 6 (Howard)

I could go on, of course, citing other examples. I'm currently reading E.C. Tubb's Dumarest saga, a series of science fiction books that seem to have been a major influence on Marc Miller's Traveller game (I am considering starting a classic Traveller campaign and want some inspiration). Reading these old SciFi pulps from the 60s and 70s, one finds plenty of action (Dumarest is a pretty beefy action hero) is less "dripping blood" than in Howard's Conan stuff, but it's still pretty good adventure fiction. It is also well devoid of blow-by-blow tactical exchanges. The specific details of fights are glossed over, unimportant: "they attacked." "he struggled." "the enemy fell, dead." Etc. And then the book goes back to the story, the adventure, at hand.

D&D comes from a literary tradition. It is not D&D's fault that people don't read like they used to; it's not D&D's fault that people discover fantasy through a movie or cartoon instead of a book. But it is OUR fault, if we make the mistake of wanting combat in D&D to be as elaborate and cinematic as we see in an episode of Game of Thrones, and feel disappointed by what the game offers.

Again, back to my first point: D&D is a game. It is NOT a game of combat...it is a game of fantasy adventure. Combat is an important aspect of fantasy adventure: you see this in the literary medium which spawned D&D. Thus, one needs specific rules for running combat. However, combat in and of itself is not the be-all, end-all of the genre. It is just one aspect, and requires only as much importance as what it gets.

Thus, we have D&D (or, for my purposes, AD&D) combat. We have attack rolls and damage rolls and hit points. We have initiative. We have surprise. We have lists of armor and weapons, and we have rules for minor tactical maneuvers: charging, attacking people that flee, auto-hits on characters that have been paralyzed by magic effects, etc. It is not an elaborate game of strike, parry, dodge, roll with punch, strike for weak spots, etc...it is an abstract system for resolving fights quickly and simply. Because that's what it emulates. You want that other stuff, go play Palladium (Kevin Siembieda was a comic book guy FIRST, and it shows in his system). You want realism with regard to death and dismemberment, go play 1st edition Stormbringer (which wonderfully emulates the non-heroic literature of Moorcock's fiction). That's not what D&D is. 

Heroic. Fantasy. Adventure. Game. 

Characters fight until they're dead, they flee, they surrender, or they're victorious. That's it. And then...back to the adventure. Back to what's going on. In a game of "resource management," hit points are the characters' most important resource...because when they're done, you're done.

Mm. Of course my players had plenty of hit points remaining when they were captured. I suppose hit points and brains are the players' most important resources, followed closely by luck. Guess I should have said "hit points are the characters' most important measurable resource." Yeah, that makes more sense.

All right...that's enough for now.

Saturday, July 13, 2024

Basic Adventure Gaming

Some years back, I decided that I would stop referring to what I do as 'role-playing' and instead refer to these things (what I once called "RPGs") as "fantasy adventure games" (or "FAGs," for short). I know I was doing this as early as 2013, because I was very deliberate in my omission of any phrases of "role-playing" in my self-published Five Ancient Kingdoms game. You see, I wanted to end any confusion over how I (as a designer) intended my games to be played.

Of course, the term "fantasy adventure game" is not original to my noggin...I'm fairly sure I stole the term directly from my copy of Moldvay. "Fantasy Adventure Game Basic Booklet" it says, right there on the cover (the Cook/Marsh expert set says "Fantasy Adventure Game Expert Booklet"). The first paragraph of Moldvay's introduction begins:
DUNGEONS & DRAGONS Fantasy Adventure Game ("The D&D Game" for short) is a role-playing adventure game for persons 10 years and older...
It's a good term for what the game is about..."fantasy adventure," duh...and, I believe, helps put one in the mindset of what we're supposed to be doing when we sit down at the gaming table. Let there be no confusion! We are here to play a game of fantasy adventure; we are not here to play-act, explore alternate personalities, or craft delightful narratives...all things the "role-playing" term has come to represent.

For the most part, I've approached my entire role-playing hobby in this way...and why not, when my introduction to the hobby was the D&D game?...even with game systems that are clearly not conducive to this style of play. Or rather, I did...up until the early 2000s when I started reading RPG theory over at the Forge and recognizing how different systems facilitate different types of play.

So, yeah...I've been a fantasy adventure gamer (a "FAG") for a long time. 40+ years. And yet I understand that my view of how to use these games is different from the majority opinion these days. Which is why I decided to start distinguishing myself (and, yes, distancing myself) from the "role-playing" terminology. Not because I don't see what I do as "playing a role-playing games" (a genre of entertainment distinct from board games or computer games), but because my approach to how one plays an RPG is so foreign to the majority of the community...even that part of the community purporting to play Dungeons & Dragons, the FIRST fantasy adventure game.

I'm not the only one. I've previously mentioned the growing CAG community ("CAG" is an acronym for classic adventure gaming...I suppose the term "FAG" was found to be problematic...), a splinter group of the "old school" scene that exist mainly to 'keep the flame' of adventure gaming alive, in the same way that the early OSR tried to keep alive "old edition" gaming: by discussion, encouragement, and sharing of 'best practice' wisdom from old timers, not to mention just playing. In terms of the overall hobby, CAG style play can be seen as a niche of a niche: "old variety D&D" is enjoying the same proliferation and popularity one sees in the current (5th+) edition of D&D, but even among the folks who play old edition D&D (or its clones, like OSE) there is a lot of misunderstanding, misinformation, and inaccurate assumptions of what game-play is supposed to look like. The CAG folks aren't (especially) trying to rectify that, but they are trying to be a repository for knowledge, and a resource for folks looking for a way of playing these games in this particular style.

"This particular style." Yeah, I know how I sound. I'm trying to avoid writing "teaching people how to play D&D the correct way," because I know that ruffles feathers. Ruffling feathers isn't my objective today. Definitely not my objective.

*ahem* For more information on CAG, I'd suggest checking out the semi-regular CAG podcast, especially the first couple/three episodes. For shorter summaries, you can read Zherbus or EOTB's blog postings which are fair summations of CAG gaming philosophy. Both of these folks are strong proponents of 1E AD&D (and OSRIC, 1E's retroclone), for the simple reason that it is the system that best facilitates this type of play (a perspective I happen to agree with). 

But the question has come up: Can Basic systems (like B/X, BECMI, Holmes, Labyrinth Lord, Old School Essentials, etc.) be used for CAG play? And, if so, how?

The answer to the first question is decidedly "yes." The answer to the second is...longer.

The basic games (Holmes, Moldvay, and Mentzer) were all initially intended to act as introductions to the D&D game. It is only with the additional Mentzer volumes (the Companion, Master, and Immortal rule sets) that the "D&D" game (distinct from Advanced D&D, i.e. AD&D, the main product line of TSR for the majority of its existence) became something that could be considered a "complete" game system...a system of its own, standing in its own right.

This latter edition (called BECMI, later consolidated in Aaron Alston's Rules Cyclopedia, sometimes referred to as the "RC") is something I didn't play when it was first published (i.e 'in the days of my youth'). My friends and I played AD&D, although we did pick up some of the BECMI offerings (for 'reasons'). But there was a LOT of stuff for this line that hit the shelves...I've always assumed it was a popular game line at the time, which is why they created so much content for it (setting material in the form of Gazetteers, game accessories, adventure modules for all levels of play). Decades later (in the early 2000s) I acquired a lot of it and messed around with it a bit, thinking there might be something there. 

Meh.

Only recently, I've been hipped to the fact that it might not have been a very popular game line at all...at least in the USA. However, this Mentzer-penned version of "basic" was the version first translated (officially) into other languages and sold overseas. The 1E PHB and DMG were translated into both French and German, but Mentzer's Basic set (and the BECMI line) was translated to French, German, Danish, Finnish, Hebrew, Italian, Japanese, Norwegian, Portuguese, Korean, Spanish, and Swedish. For many countries outside the United States, Basic D&D was the seminal, defining version of the game.

I'm digressing. As said, the original Basic sets were meant to be a "gateway" to the AD&D game (as it was for me)...but that wasn't necessarily the case in other parts of the world.  Then TSR crashed and we didn't see, hear, or care about these "basic" games until the rise of the OSR circa 2007-9.

Mm.

This next part is tricky. The OSR didn't treat these Basic editions as "introductory" systems; quite the contrary, they looked at them as editions of D&D worth being played in and for themselves. There were a lot of reasons for this. Ease/accessibility was a major reason: they are short systems to read with less nuance. Their rules were so uncomplicated and simple that creating additional, compatible material (a thrilling pastime for creatives) was a cinch. And...probably...there was a lot of familiarity and nostalgia with these systems, especially in light of A) the OSR being an international community, plus B) Mentzer's Basic being the "standard" D&D most widely translated across countries/cultures.

They were also some of the earliest retroclones on the market. Labyrinth Lord wasn't written as an 'introduction' to anything, and its Advanced Edition Companion gave people additional (1st Edition) content, adapted to the Basic chassis. Lamentations of the Flame Princess used basic D&D as a vehicle for exploring all sorts of grimness. OSE simply re-organized the B/X books in a way to make them even more user friendly than they already were.  None of them were designed, nor seemed interested, in being a gateway or bridge to a more Advanced game. These clones were created by different, independent publishers (with different, independent motivations), NOT by a single, gigantic corporation hoping to funnel newbs to its flagship product. 

So...back to that second question.

When one understands the objectives of "adventure gaming," one can begin to see the limitations inherent in a game designed first and foremost as an introduction to the "real game" (the Advanced Dungeons & Dragons game written and published concurrently with the first 'Basic' set). Most of the stated attributes of adventure gaming (again, looking at the two cited blog posts above) are easily satisfied even with a basic system of procedures. However, the overall objective/goal of fantasy adventure gaming is long term campaign play...sustained play in an enduring fantasy environment, created by the DM and impacted by the players. Despite the ease and accessibility of the various basic rule sets, their systems have several insufficiencies that hinder long term play. These are:
1. Severe lack of distinction between character type. The basic character falls into one of seven categoric class, is defined by one of three alignments, and has an extremely limited selection of equipment and magic spells with which to choose. Variation between ability scores is compressed (seven possible options for each ability) contributing to a marked "sameness" between PCs. For an introduction to the game, this limited selection is more than adequate; it cuts down on the amount of "analysis paralysis" inherent in a new player approaching a complex game. For long-term engagement, however, more distinction and variety is desirable. AD&D offers 36 class variations (interlocking with race), another score of multi-class options, several times the number of armor and weapon selections, and four distinct spell lists, each of which contains more 1st level spells than any spell list in the basic systems. The variety in the advanced game is sufficient without being overwhelming, providing much "replay" value (in terms of exploring different character types for interacting with the D&D environment).

2. Lack of survivability. This has been discussed before: basic characters are fairly fragile at low levels, easily slain by misadventure. Lack of staying power is a barrier to long-term play, requiring more work on the part of both DM and players to ensure surviving to higher levels of play (a desirable outcome as it opens more content for players and DMs to experience). AD&D increases survivability by providing higher hit dice for most character classes, a negative hit point "buffer," and plentiful healing magic from clerical types even beginning at 1st level.

3. Less opportunity for advancement. Basic systems award x.p. for both combat and treasure found (just as in AD&D) but does so at a lesser rater: fewer x.p. are awarded for monsters and treasure x.p. is only awarded for monetary treasure (magical items being deemed as 'their own reward'). True, x.p. totals for advancement are slightly lower than in the Advanced game, but in practice, far more x.p. is awarded in the Advanced game, especially with the potential to sell magic items for exorbitant amounts of gold and x.p. This procedure in first edition AD&D allows characters to continue to rise at a regular pace, even as the x.p. totals needed for advancement rise to six- and seven-digit figures. Treasure pools for monsters also have a tendency to award more treasure than what is given for the hoards of basic monsters; type H treasure (the best available in B/X) awards an average haul valued at 50,000 g.p. Considering that H treasure only occurs in dragon lairs...and that 50K split seven or eight ways is quite a small amount for name level characters requiring 100K-150K each for advancement...that is a lot of risk for comparatively small reward. As basic game PCs rise in level, advancement has the potential to stifle which, coupled with low survivability, is a bad recipe for "long term" play.

4. Lack of options for mid- to high-level play. Even when a basic campaign awards sufficient treasure for regular advancement, there is precious little to spend all that money on. Basic games require no training costs, no upkeep costs, have a shorter list of "buy" options available, and prices of items are quite depreciated (consider that plate armor costs a measly 60 g.p. in basic play and is available to all but the poorest of 1st level characters). Basic rules provide no rules for item depreciation/destruction, and thus there is never a need to replace or repair equipment for hirelings and retainers. While the Expert sets of both B/X and BECMI provide some guidelines for the building of castes and strongholds, only Mentzer's Companion and Master books make any real attempt at providing "domain" (rulership) rules...and these are poorly done, providing heaps of unearned x.p. on the heads of domain rulers for doing little more than raising taxes on their populations. True, there is some impetus for conquest provided in the Companion book (if only to gain higher titles of nobility), but the "War Machine" system is extremely limited in scope (meanwhile, neither Holmes nor B/X offer any such systems, referring DMs to the out-of-print Sword & Spells for handling mass combat). 
I admit that Mentzer's BECMI system strives mightily to provide options for high level characters: proto-prestige classes, combat maneuvers, higher level spells, demihuman "crafts," powerful monster antagonists, and codified quests for immortality. But, for all practical purposes, these options remain far out of reach due to the lack of advancement opportunity (#3 above) which makes the achievement of Companion (15th-25th) level characters next to impossible to achieve. Such characters require well in excess of 1 million g.p. worth of treasure...the equivalent of 20 average sized dragon hoards...each, in order to reach such lofty heights. Personally, I've found 12th level to be just about the maximum effective in (standard) B/X play, and even that requires impractically large treasure hoards (a four ox wagon can only pull 25,000 coins weight; a bag of holding in basic can only hold 10,000 coins). Any character with half a million in gold coins has the cash to purchase multiple castle complexes given the procedures in the basic rules.

And I imagine that was deemed just fine by the original designers. Buy your castle, retire your character...and then graduate to the Advanced D&D game for your next go around. Buying a castle and settling down in your gold stuffed halls should be considered a "win."

But fantasy adventure gaming is not played with a particular endpoint in mind. Some characters will, of course, "retire"...especially demi-humans who've reached the level limits and are unable to progress further. For the majority of human characters, however, AD&D has no hard cap, no limitation to advancement; like the campaign itself, adventurers' careers have the potential to be perpetual, ongoing without end. In theory, basic characters (both B/X and BECMI) have a 36 level cap which should probably be all but unreachable, even after years of play...but the game does not scale nearly as well as it does in the AD&D game. Demons in BECMI are equivalent to (lesser) gods, not beasts to be fought in the deepest dungeon levels or (more usually) on the outer planes. And while Mentzer included his own version of artifacts in the Master set, they do not function nor serve the same purpose of reward as the artifacts and relics found in the 1E DMG (hint: there's a reason Gygax gives these items a sale value in gold).

So for those folks wishing to play a simpler, streamlined "basic" system with long-term CAG objectives, what can be done to remove these inherent impediments?

1. Increase character variability. The interlocking combination of race and class has generally been found to be sufficient for providing diversity in character choice. Labyrinth Lord's Advanced Edition Companion (and, presumably, OSE Advanced) takes pains to adapt 1E's system to the basic style and can be adopted wholesale...these games also tend to recreate the extended spell lists and equipment charts of 1E, but in a "basic" style. Solid world building with attention paid to markets and economy, and one's own setting-specific character options can also provide variety for players. The Complete B/X Adventurer provides a plethora of character options and new character classes, although the latter are meant to be used sparingly in better tailoring one's setting, not dropped in their entirety into a campaign.

2. Increase character survivability. Basic characters start to hit their stride around 3rd level, and one can simply start PCs at that level; likewise, DMs might add negative HP buffers, higher hit dice, and bonus spells (based on WIS or INT scores for clerics and magic-users, respectively). However, the main consideration for basic groups is to ensure they have enough bodies in their adventuring parties: 7+ is generally the fewest you want to see, and hired mercenaries (like the kind found in adventure module B2) should be readily available to low-level parties needing to 'fill out the ranks.' Special attention should be paid to both the Reaction and Morale procedures in the basic system, and both the DM and players should understand how these work, as 'breaking' foes (especially humanoids) is generally going to pay higher dividends than fighting them to the death. Fierce as a single ogre is, it is less likely to kill half a party than five to seven bandits/humanoids (all those attack rolls!)...especially ones armed with missile weapons. DMs need to take a look at what makes a "survivable" encounter for low level characters: the Tower of Zenopus example dungeon in Holmes basic, and adventure module B1 are both good resources in this regard. Also, it is incredibly important that DMs stock enough treasure that players are leveling up to more sturdy levels of experience as quickly as possible.

3. Provide sufficient treasure. Unless one adopts the AD&D system of awarding x.p. for magic items, and higher award totals for defeating monsters, DMs will need to find ways to stock immense amounts of coin and valuables for the players to advance. It should not be unusual for PCs to be 3rd level after 4-6 sessions of play (depending on character type and diligence in sniffing out loot), given a bit of luck and survival. Unfortunately it is difficult to sustain such progress even into the mid-levels, as I first noted waaay back in 2010...it is simply a flaw of design. However, one idea I had back then was to slash all x.p. requirements (i.e. the amount of x.p. needed to advance in level) by a factor of five or ten, while retaining the normal treasure hoard amounts and monster x.p. values. So, for example, a fighter's progression might look like this:
1st level: 0 x.p.
2nd level: 400 x.p.
3rd level: 800 x.p.
4th level: 1,600 x.p.
5th level: 3,200 x.p.
6th level: 6,400 x.p.
7th level: 12,800 x.p.
8th level: 24,000 x.p.
9th level: 48,000 x.p.
10th level: 72,000 x.p.
With an advancement table like this, a 50K dragon hoard split amongst eight survivors is a nice chunk of change: enough to raise a 6th level fighter to 7th or make a good size dent in a higher level character's x.p. needs.

4. Provide options for PCs of higher levels. Reducing the x.p. needed to advance alleviates some of the pressure to provide overflowing piles of gold and gemstones, but players must still have monetary needs to drain their coffers and perpetuate the cycle of treasure seeking. Here, solid world building will help, providing all manner of costs and expenses as well as delightful ostentations for purchase. DMs can, of course, adopt upkeep costs, item saving throws, and training fees from the 1E DMG...but then, why not just play AD&D?

More than that, game play needs to be scaled so that it remains interesting  even as play progresses...players should not be taking the same approach to monster fighting at 8th or 13th level as at 1st and 2nd. Here, a DM might well want to look at the later BECMI books (Companion and Master) for rules and procedures that are adaptable even down to 9th level (I would NOT however adopt the weapon specialization rules for low-level characters as it can disrupt game balance in the same way the UA's weapon specialization rules do). Likewise, DMs might wish to take a look at my own B/X Companion which provides a great deal of material specifically geared for high (15th+) level B/X play. Both "companion" books provide a number of new procedures (including unarmed and mass combat rules) in addition to a ton of new "content" (spells, monsters, magic items). For that matter, DMs looking for content might want to look at my last book Comes Chaos for a host of demonic entities and corrupted magic items, great for tarting up one's mid- to high level B/X campaign.  

The main thing, however, is to understand that there's going to be a lot of work involved in adapting a Basic rule system to the needs of long-term campaign play. While AD&D has requires a bit more work up front (learning to use its system) in comparison to the basic games, once learned it provides depth of game play from 1st up through the highest levels, needing only world building and adventure writing on the part of the DM to maintain solid, satisfying play. The basic system is incredibly easy to learn and run, but to make it an enduring form of play (i.e. the kind of play worth spending time out of our busy schedules) requires far more effort, not just in tweaking and experimenting with modifications to rules, but in designing adventures and developing content. Sure, there are sources for this content to be found: bestiaries, tomes of magic items, or various retroclones (and their supplements) with setting specific particulars...but searching out that content and curating it requires work. By contrast, I've yet to use every monster presented in original 1E Monster Manual, let alone the Fiend Folio and MM2, and there are spells and magic items from the original PHB and DMG that haven't yet been seen at my table...after decades of play.

Just saying.

That work, that effort that goes into making a basic game system a sustainable form of play can be fun at first...look at my blog as evidence of that! All the tinkering I did with B/X over the first 10-12 years of its life...but over time can lead to frustration and (in my case) ennui. The mature, adventure focused Dungeon Master wants to spend his or her time on world building and scenario creation, not hand holding and system modification, but the shallowness of basic game play requires BOTH those things in order to make it last and function ("hand holding" being a shorthand for customizing the game in a way that it doesn't kill the PCs nor bore the players out of engagement). YES, it CAN be done...but do you want to? Is that a price you're willing to pay just because you don't want to spend some time parsing the AD&D rule books?

There's a reason I'm not playing B/X these days...and it's not because I don't still think it's a great simple system that can be readily taught and is easily customizable in a multitude of ways. B/X IS a "fantasy adventure game;" it's just not a great one when it comes to sustained, long-term play. And at this point in my life, that's pretty much the only type of game play I'm interested in.