Playing Classic RPGs - Dead or Alive

 Anyone who follows me on social media or YouTube knows that I have a soft spot for classic RPGs. Be it a TSR era D&D edition, Classic Traveller, RuneQuest 2e, Pendragon 1e, or Rolemaster 2e (and lately Palladium Fantasy 2e). I absolutely love these games, the style of gaming they promote and their intrinsic quirks from an era where everyone was still experimenting and figuring it out. This always begs the question as to why play a classic RPG when there are so many newer ones out there that are arguably sleeker looking and actively supported?


Thankfully, most of the games I mentioned are still "in print" in some form. They might be print-on-demand reprints or updated (better organization) versions of the classics, but they are available. And those that are not, you can find them on eBay for decent prices at times or a faithful OSR clone (e.g., B/X D&D via Old-School Essentials). That being said, these editions are not being supported as "active" games. Nothing new is coming out for them and there isn't an investment in expansions, adventures, and/or settings.

It's also more difficult to find people willing to play these classic games, when most of the player base is conditioned towards wanting the "new shiny" over the "outdated dusty" classics (which is a general consumerism issue).

For me personally, I ignore the perceived, superficial negatives that are thrown at these games. Yes, with some there is a significant nostalgia factor from playing some of them 30+ years ago, but not all of them. The aesthetic of these games and yes...the vibes...that they maintain outshine many new RPGs. Most of these classics also have huge catalogs of add-ons that you can get for them without wondering what might be coming in the future. It's already happened.

Beyond the "vibes" though, it's the playstyle of these classic RPGs that always grabs me. They tend to lean a bit more simulationist in some regards, but all of them are grittier than they modern counterparts/descendants. I'm not just talking about the higher average PC mortality rate, but also what you need to keep in mind as you progress. It's a lower power curve, where things need to be earned more and you don't speed rush to the high power levels many modern RPGs tend towards. This isn't just the case in AD&D, but also RuneQuest 2e. In RQ2 a PC starts at a lower power level and gaining training is more difficult and expensive. You are earning your powers and higher cult status through play with nothing being given to you at the start. It's certainly a slower burn where players can also spend more time with their characters as they develop. These systems were built for longer campaign play.

The actual game mechanics also play a part in reinforcing this play style. They're often a little "messier" than in many modern RPGs with a lack of unified mechanics in many instances. TSR era D&D is very clearly different from everything post-2000. Now it's all on a unified d20 scale. In classic D&D you have different resolution mechanics to simulate different probabilities. And whilst a unified d20 system might be easier to remember, the non-unified mechanics are not difficult to learn and retain.

One thing all of these systems have in common is that they can shrug off any negativity thrown at them once they're brought to the table. They run smoothly and promote good roleplaying, problem solving, emergent narratives, and a focus on the world the PCs are in.

Don't get me wrong, I'm not adverse to modern RPGs. A glance at my shelves tells me I've got plenty of those games to choose from and I really enjoy many of them (e.g., The One Ring, Savage Worlds, Jackals, Forbidden Lands, and Dragonbane). But when I really get down to it, it's the classics that inspire me and excite me. I recommend you check them out and approach them with an open mind, ignoring any haters or naysayers. You too might find something you never knew would get you this excited to roll dice with your friends.

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