Saturday, March 1, 2025

"Dear JB" Mailbag #11

Something new...on non-Reddit letter, but rather a missive from the CAG discord. While it was addressed to all CAG members, I told the writer I'd throw his letter in the "mailbag" (he said my Dear JB stuff inspired the post anyway).

Dear JB:

My AD&D campaign kicked off in mid September and we’re 18 sessions in. I emphasized CAG style play even before then, but the system(s) we had used would often work against this, and my players developed a few bad habits as a result (I probably did too). Add to that the needing to learn AD&D rules and you get my approach to DMing which has included a healthy amount of teaching the game through providing information and verbalizing options to players that would (or should) just be known to players with more skill and experience with the game. At what point do you think I should back off and let the players figure things out on their own, maybe even through hard-earned lessons ( has happened already. 4 character deaths since September)? 
 
Signed, (Hopefully not egregiously) 
Helicopter DM 


Dear Helicopter DM:

After 18 sessions and nearly half a year (five and a half months?) I'd figure your players should have a pretty good idea of how the game is played. Hell, they should have been ready for any "training wheels" to come off 12-15 sessions ago.

I know I say this a lot, but D&D (even AD&D) isn't "rocket science." It's a game...and a game that is readily played by kids as young as 10 (or thereabouts). Note, I say played, not DM'd (though 12-13 is old enough to run AD&D semi-competently...I know, having done so myself). But with a Dungeon Master who's familiar with the system, there's not a lot players need to know: by the second or third session of play, all but the most obtuse players should have a solid handle on the basic system mechanics (AC, HPs, to hit rolls, saves, Vancian magic, experience points, surprise, initiative, secret doors, thief skills, etc.) because all of these systems should have been showing up in-play from the very first session.

"CAG" ("classic adventure gaming") is not a "style" of play, nor even some "mindset" one has to adapt. It is simply a term used to describe the type of play that emerges from playing old edition RPGs (like AD&D) in the way in which they're intended to be played, i.e. as a game. That's it...that's all it is. 

If your players are NEW to AD&D (that is, if they're used to playing other RPG systems: 5E, PbtA, Savage Worlds, etc.), they are going to have to learn the new rules and objectives of play...but that's really all they're learning. Risk is different from Axis & Allies which is different from Warhammer which is different from Advanced Squad Leader, and while there is some terminology (and dice) that carries over between games..and even similar themes...they are distinct games, and one has to spend some time learning the rules.

Similarly, AD&D is a distinct RPG from other editions of D&D, even though it shares the name Dungeons & Dragons in its title. Now, it's not INCREDIBLY different from 2E or 5E, so the "learning time" should be pretty negligible when making the transition from a different system. But there IS a period of learning. For an adult player who has played other versions of D&D I'd estimate the learning period to range from one to four sessions...and you can cut that learning time in HALF if the player has access to their own Players Handbook and the inclination to read in their spare time. 

Now, just because they've learned the rules doesn't make them any good at the game. If you're a beginner playing a veteran in a war game (like the ones mentioned two paragraphs back) you're most likely going to have your ass handed to you by your opponent, and that's to be expected. You come back to the game, not because you like getting pwned, but because you love the game...and you love it enough that you're willing to suffer through some hard knocks to get better at it.

In AD&D, the GAME is your opponent.

As the Dungeon Master, your job is to run the game; the game cannot be played without a Dungeon Master. Let me try an analogy: playing AD&D is like driving a race car. The system is the car; the battery of the car is Dungeon Master's effort level (the fuel is whatever fires the DM's imagination). The track or course is the adventure being played. 

The players...collectively...are the driver. They are trying to handle both the car (the system) and the course (the adventure)...not an easy task, especially for a beginning driver. When starting out, they need a slower speed and a simpler track, but as they grow in confidence and proficiency, you can give them more "curves" and press them to gear up, speed up, post better times. 

You don't want the group driving 30mph six months into their career.

Look: your players should, at this point, have a good handle on how to play AD&D. After half a year and 18 sessions, I'd probably expect your PCs to be in the 5th-6th level range (maybe 4th for multi-class or replacement characters). They are no longer "beginners;" haven't been for a long time. You should be offering them scenarios ("adventures") that are appropriate for their level range...appropriate meaning commensurate danger for commensurate reward...and, then, letting them play. YOU run the game. THEY drive the race car. 

They don't need to be experts for you to stop verbalizing possibilities to them. If I were running such a group, I'd be fine with them asking "um, can I do this?" or "hey, how would I do that?" But my attention would not be on offering suggestions of possible actions they could take...instead, my focus would be squarely on running the game: here's the situation my dudes, now what are you going to do about it?  

Rather than making excuses for your players (and for yourself) you should be making adventures...that's really the bottom line. Stop worrying about the players "learning the hard way" (or whatever). You either want to run AD&D...or you don't. The players either want to play in the game you're running...or they don't. Here's what I know for certain: YOU will not be satisfied and energized unless you run the game system you want to run. And no campaign can survive a Dungeon Master that is un-satisfied and lacks energy. Zero chance. 

Let them play...I promise the players will all survive (even if their characters don't). Direct all your worries and stress into making sure the playground is awesome and exciting, so much so that they don't mind the occasional bruise or scraped knee.

Sincerely,
JB