Three Hours in and Still in Town

We kicked off our 1e AD&D game last night. Rolling up PCs took a while, mostly because of unfamiliarity with the details and where to look things up in the books. My brother (who I hadn’t gamed with since the early 1990s) and my son are each playing two characters, so that made things take a little longer. But it was fun and a great trip down memory lane. We even rolled for psionics, but fortunately no one was even close to possessing them. Eventually we finished up and got rolling.

In a throwback to the way we played back in the day, I dumped them in town with no idea what to do and eventually they ended up in the tavern “looking for adventures.” A bit of interacting with locals and scrounging up money for a map finally produced a lead, and they prepared to set out.

As in the old days, though, actually getting out of town proved problematic. A meeting with a mysterious cloaked figure in a dark side street led to being narrowly missed by an assassination attempt, a rooftop chase, pursuit of the cloaked figure, and a fight with the would-be assassin. In the end, of course, evasion of the city watch was called for and the cloaked figure joined the party.

About three hours after sitting down, the PCs were finally on their way to the abandoned mine which had hit a shaft leading down to monster-infested places. A couple of days travel got them to the entrance. At that point we broke for the night.

I intentionally played up the city portion, offering opportunities without railroading anyone like in the olden days. Fortunately, they bit on most of the bait and things went well. Like in the old days, there was little combat and few references to rule books during the urban portion, and we seemed to play a long time without making any measurable headway. Which is just like it was back in the day.

We hope to continue today.

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1 Response to Three Hours in and Still in Town

  1. TimmyD says:

    Nice work.

    I find that presenting the young party with a great many leads is the best way to create a sandbox style game and lets them know that they are in control of the game direction.

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