• "When the Hell Does D&D Start?" - What Gary Gygax Would Say About 5e

    From Ubiquitous@weberm@polaris.net to rec.games.frp.dnd on Sat Jul 18 00:04:42 2026
    Imagine Gary Gygax walks into a game store today. A group is playing D&D.
    He sits down to watch. The wizard has unlimited cantrips. Nobody tracks rations — goodberry. Nobody tracks torches — infinite light spells. Nobody tracks encumbrance — bags of holding. The party finishes a fight, takes a
    long rest in a dangerous dungeon, and wakes up completely restored. After 20 minutes, Gary asks: "So when the hell does D&D start?" Here's my claim: Gary would hate modern D&D. Fight me on it. Not because he was nostalgic — he wasn't. He rewrote rules constantly, added supplements, changed monsters, loved to innovate. But innovation isn't the same thing as gutting the game's actual engine. And D&D's actual engine was ATTRITION. Everything was always running out. Food, arrows, hit points, hirelings, spell slots, torches, time. Every room cost resources. Every decision was a claim on something you couldn't get back. The dungeon wasn't a hallway connecting balanced encounters — it was a survival puzzle. Combat was expensive. The smartest players AVOIDED it. And every great story you tell at the bar about D&D comes from a moment where you were under pressure and pulled something out of thin air. Modern D&D removed all of that. And you can bring it all back tonight without playing a single old-school ruleset. Track your light. Track your food. Use encumbrance. Eliminate bags of holding. Take away unlimited cantrips. The scarcity IS the game. Gary knew it. You can know it too.

    00:00 Gary Gygax walks into a game store — watches 5e for 20 minutes — "When the hell does D&D start?"
    00:46 Gary would HATE modern D&D — fight me on it
    01:05 Gary wasn't nostalgic — he innovated constantly, rewrote rules, loved change
    01:30 Innovation isn't gutting the game engine — the title stayed, everything else shifted
    01:45 The actual game engine was ATTRITION — everything was always running out
    02:05 Every decision was a claim on resources — food, arrows, hit points, spell slots, time
    02:16 Dungeons were survival puzzles — combat was EXPENSIVE, the smartest players avoided it
    02:45 Who tracks torches? Rations? Encumbrance? Strict time? Nobody. The pressure system disappeared.
    03:00 Without scarcity there's no retreat. Without retreat, no tension. Without tension, choices don't matter.
    03:20 The biggest philosophical change: old-school = player skill, modern = character skill
    03:47 One torch sputtering out, fighter nearly dead, treasure deeper in — WHAT DO YOU DO?
    04:20 You don't need to play AD&D to make your 5e game old-school — just bring back scarcity
    04:35 Track light, remove unlimited cantrips, track food, remove goodberry, use encumbrance
    05:00 Meaningful choices, genuine risk — every bar story about D&D comes from being under pressure
    05:18 The free house rules on Substack — make your 5e old-school tonight 05:40 Online campaign starting this fall — Patreon, Substack, join the channel

    https://youtu.be/zy4jwzsAPS0?si=oOYx5Is141h7wPOo
    --
    Democrats and the liberal media hate President Trump more than they
    love this country.
  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to rec.games.frp.dnd on Sat Jul 18 08:36:23 2026
    Verily, in article <113fci8$3dmnh$3@dont-email.me>, did
    weberm@polaris.net deliver unto us this message:
    And D&D's actual engine was ATTRITION. Everything was always
    running out. Food, arrows, hit points, hirelings, spell slots, torches, time.
    Every room cost resources.

    Hmm. I'm not sure that's all there is to it. I am currently running an
    OSRIC campaign, so you know I like it old-school, but it's not just
    attrition. That only really applied at lower levels. By the time the
    players were 3rd level or so, they had enough gold to supply themselves
    with basics like torches and arrows.

    The need to keep track of such things did increase the grit, but IMO the
    more learnable rule system was better. It was also less predetermined. Character growth happened through roleplaying, not with fixed beats in a planned arc.

    I tried a 5e game, and character creation was a crazy process. I
    onboarded a newbie to the OSRIC game, and she had a good character in
    about ten minutes. Immediately after, everyone was having fun.
    --
    The meek shall inherit, we're told,
    But I'm not so easily sold.
    For supposing they should,
    It would do them no good --
    They'd lose it at once to the bold.