Post by Scott on Nov 5, 2015 9:05:26 GMT -5
Over at Knights & Knaves Alehouse, T. Foster recently posted the following:
It really hit a nostalgic note for me, especially the second paragraph. I remember the first time I really played with the friends that made up my first regular group, without older kids holding our hands and telling what to do, arriving at the Keep. There was a real sense of mystery and expectation. This was a expected part of EGG's gaming experience. There was the Keep, Hommlet, even with Yggsburgh this was an assumed part of play. I've really neglected this little introduction for the PCs. I'm almost tempted to start something new just to try it.
AD&D PH, p. 34 wrote:
ESTABLISHING THE CHARACTER
By determining abilities, race, class, alignment, and hit points you have created your character. Next you must name him or her, and possibly give some family background (and name a next of kin as heir to the possessions of the character if he or she should meet an untimely death) to personify the character. Having done all that, your Dungeon Master will introduce your character to the campaign setting. In all likelihood, whether the locale is a village, town, or city, your character will have to acquaint himself or herself with the territory.
The first step will often be getting into the place, i.e. a gate guard demanding to know what business you have in the town or city. Thereafter it will be necessary to locate a safe and reasonably priced place in which to lodge - typically an inn of some sort, but perhaps a rented cot, a loft or even chambers at a hostel. Since the location selected will have to serve as base and depot, it must be relatively safe from intrusion or burglary. Once a headquarters has been found, your character can set about learning the lay of the land, and attempt to find the trade establishments needed to supply the desired equipment for adventuring. Perhaps it will also be necessary to locate where other player characters reside in order to engage in joint expeditions.
In any event, your character created, personified, and established will be ready to adventure once equipment is purchased and relations with other player characters are settled. If player characters are not immediately available, or if they are not co-operative, it is advisable that men-at-arms be hired. Hirelings of this sort, as well as henchmen (q.v.), are detailed in the sections entitled HIRELINGS and HENCHMEN.
ESTABLISHING THE CHARACTER
By determining abilities, race, class, alignment, and hit points you have created your character. Next you must name him or her, and possibly give some family background (and name a next of kin as heir to the possessions of the character if he or she should meet an untimely death) to personify the character. Having done all that, your Dungeon Master will introduce your character to the campaign setting. In all likelihood, whether the locale is a village, town, or city, your character will have to acquaint himself or herself with the territory.
The first step will often be getting into the place, i.e. a gate guard demanding to know what business you have in the town or city. Thereafter it will be necessary to locate a safe and reasonably priced place in which to lodge - typically an inn of some sort, but perhaps a rented cot, a loft or even chambers at a hostel. Since the location selected will have to serve as base and depot, it must be relatively safe from intrusion or burglary. Once a headquarters has been found, your character can set about learning the lay of the land, and attempt to find the trade establishments needed to supply the desired equipment for adventuring. Perhaps it will also be necessary to locate where other player characters reside in order to engage in joint expeditions.
In any event, your character created, personified, and established will be ready to adventure once equipment is purchased and relations with other player characters are settled. If player characters are not immediately available, or if they are not co-operative, it is advisable that men-at-arms be hired. Hirelings of this sort, as well as henchmen (q.v.), are detailed in the sections entitled HIRELINGS and HENCHMEN.
It really hit a nostalgic note for me, especially the second paragraph. I remember the first time I really played with the friends that made up my first regular group, without older kids holding our hands and telling what to do, arriving at the Keep. There was a real sense of mystery and expectation. This was a expected part of EGG's gaming experience. There was the Keep, Hommlet, even with Yggsburgh this was an assumed part of play. I've really neglected this little introduction for the PCs. I'm almost tempted to start something new just to try it.