Creativity in Old-School RPGs When you play old-school RPGs it can be instructive to play them the way they were written, as much as possible, rather than with the accumulated baggage of 40 some-odd years of history or experience weighing you down. Some older games lend themselves to doing this better than others. Moldvay B/X is what I would consider to be the first minimally "complete" version of D&D and one you can play almost entirely by-the-book, without having to make up or change rules for basic play. AD&D 1e is certainly a complete game, but not what I'd call minimal. Still, you can play it largely as it was written. What I've found, when I play D&D _without_ keeping this in mind, is that any game I start tends to evolve into a mix of games, old and new. Something like OD&D + Holmes (blue book) Basic + Swords & Wizardry White Box. It takes an effort of will to stick to rules-as-written (RAW). So for me anyway, playing RAW is instructive, but generally a short-term exercise. What about the earlier editions? If you go back to the beginning and try to play D&D using the three little brown books (3LBB) from 1974 "as-written", you will end up making your own game anyway. The rules themselves are clear that you should make up what is missing and change what don't like. And there is a lot missing anyway, so you pretty much have to make it up as you go. No two referees will play identical 3LBB games. For me, this creative essence is the appeal of 3LBB D&D and why it is my favorite version to play. As far as retro-clones, the one that mimics this style of creative play the most is [Swords & Wizardry White Box][0]. Lots of rules are left out - by design - with notes on how to house rule and make the game your own. Most other retro-clones make an effort to present a complete game, using the original game they are based on as a coverage target. In that I think they are doing the earliest editions a disservice. An example I can think of is the 3LBB retro-clone [Delving Deeper][1]. It's very well-written, a result of meticulous research on what the intentions were of the authors of early D&D, and is in itself a complete game. But it's not my favorite to run. It doesn't have the same feel that the 3LBBs have (even despite using the same language of that time period), and I think that is because it doesn't evoke any creative urge when I read it. There are times, however, when I enjoy running such games, and that is when I'm playing solo. When I'm bored and want to whip up a party and play D&D on my own with little prep work, I'll reach for a game that specifies exactly what I need to play, augmented with some sort of random map generator and a simple oracle table. But that could be the subject of another post. [0]: gopher://gopher.smolderingwizard.com/9/rpg/player_and_gm_resources/snw_whitebox.pdf [1]: https://forum.immersiveink.com/viewtopic.php?f=15&t=113