Poking around the AD&D GM’s Guide definitely has advice I feel is very counter to a lot of neo-old school thinking.

“The final word, then, is the game. Read how and why the system is as if is, follow the parameters, and then cut portions as needed to maintain excitement.”

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#TTRPG #Gygax #ADND #OSR #DND

“For example, the rules call for wandering monsters, but these can be not only irritating - if not deadly - but the appearance of such con actually spoil a game by interfering with an orderly expedition. You have set up an area full of clever tricks and traps, populated it with well-thought-out creature complexes, given clues about it to pique players’ interest,“

2/4

“and the group has worked hard to supply themselves with everything by way of information and equipment they will need to face and overcome the imagined perils. They are gathered together and eager to spend an enjoyable evening playing their favorite game, with the expectation of going to a new, strange area and doing their best to triumph. They are willing to accept the hazards of the dice, be it loss of items, wounding, insanity, disease, death, as long as the process is exciting.”

3/4

“But lo!, everytime you throw the ”monster die” a wandering nasty is indicated, and the party’s strength is spent trying to fight their way into the area. Spells expended, battered and wounded, the characters trek back to their base. Expectations have been dashed, and probably interest too, by random chance. Rather than spoil such an otherwise enjoyable time, omit the wandering monsters indicated by the die.” AD&D GMG

How very not OSR that is. 🤣

4/4

@deinol OSR people can be a bit like "Thought for the Day" ministers on the radio. They're terribly prone to "What I think Jesus meant to say was..." type thinking. They're devoted to a concept, but it wasn't actually the concept they were devoted to.