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RE: Wizards of the coast

I love the old school TSR editions, because that's what I've grown up with. The 2nd edition Player's Handbook and DM's Guide are in my opinion the best rulebooks ever made for fantasy settings. I've participated in Forgotten Realms, Ravenloft and home-made campaigns under those rules and I have staged the Dragonlance Saga myself. I have seen the modern editions in conventions, impressive and luxurious but I have to say that I felt a little betrayed and resented that modern clean look.

There is a great steemit artist posting old-school AD&D stuff if anyone wants to check him out: @xyanthon

#tabletop-rpg #pnprpg @petersonsdc

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I did check him out, and following. Thanks for a great tip, @nyarlathotep.

I must confess - I never played any of the old school d&d, but I have managed to collect quite a few of the books and supplements.

I've been carrying some resentment towards the newer version. Especially after what they e done. But after a few weeks I'm finding the game flows in a good way. Especially when only two of the five of us have spent any amount of time devoted to campaigns through the years. This is something I've been doing since I was 8 years old. Had an awesome upbringing. And now, the new system seems like a good way to bring new attention starved players into the game. Keeps things moving quick, and it's fun. But the spell compendium is not what it used to be with their new layout.

I have not played with the new system, so I can't really say anything concrete about it; it's just that it feels rather simplistic to me. I've played several old RPGs (D&D, AD&D, Cthulhu, Nephilim, Vampire, Mage, Wraith, Ars Magica, Warhammer, Stormbringer, etc) and being over 40 now, I can't help but feel nostalgic about those years.

Personally, I prefer the complex & detailed rule systems, like Warhammer RPG and Nephilim,but I believe that a good DM with decent players can stage a very thrilling session, no matter what rules are used.