The Castle Greyhawk Comic

castlegreyhawk.blogspot.com/2014/

For those of you who have played old-as-fuck DND, does this comic give off the old fashioned feel in a way that is faithful? I've become interested in the down-to-earth zero-meta-gaming and highly creative playstyle of 1970's dnd.

>Not knowing what spells are until you cast them
>clever shit like El Raja Key
>having to figure out what magic items do
>henchmen, meaningful treasure, and a dungeon's impact on the people around it

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>old DnD
>all wizard party
>surviving low levels
Pick two.

^pic
I have never had a player say anything like this- nobody has ever even thought about creating their own spell. Meanwhile, so many of the spells we have today were created by THESE very PC wizards. What edition stopped telling wizards to create their own spells? I'm running 2eAD&D and it's in there.

3e has a laundry list of spells that eats up around half the PHB but less than a page on making spells and it mostly amounts to “ehh basically don’t” IIRC.

>page 21 is 404ed

Welp, I'm done with this subpar web comic. Neat premise, poor dialogue, and shoddy webmastering.

As for the feel presented by this perspective of Oerth, think that's something that is a good idea to emulate?

OSR media is a big thing right now, lots of media in Japan - like Veeky Forums's favorite Veeky Forums, Dungeon Meshi, which is based on the old Wizardry Games - and there's a persistent general on the board.

The FEEL of OSR is great, people like the low fantasy/high lethality/everyone is useful feel. It's just actually playing these systems that cause difficulty. Even then, a grog might argue that's a good thing and how accessibility is part of the problem

>>having to figure out what magic items do
I do this all the time - I always think magic items should be relatively rare, and highly individual. No two magic swords for example should look alike, and determining that a sword carries an enchantment and what that enchantment does should require some effort on the player's part
Potions that come as loot are rarely if ever labelled. Which has lead to some interesting scenarios, such as one player's dwarf drinking a potion of firebreath thinking it was whiskey, and then later falling in love with the party;s pack mule after unwittingly drinking a love potion

>down-to-earth zero-meta-gaming and highly creative playstyle of 1970's dnd.
LMAO oh you poor sweet summer child.

I am a summer child, man! Hitting my second year mark for DMing 5e and I've been consuming so much stuff even a few months before I started. Me and my players got excited about playing AD&D Second edition, and we all poured through that maze of a book, and have been playing it for some time.
I've played 3.5 with my father's friend and his kids, and I've even slogged through a cancerous round of Pathfinder on roll20.
Point is I haven't really gone too deep into any edition that's not 5e, but I've been dipping my toes in as many things as I can grasp (Not other non-d20 games, but those will come soon!) and I just keep consuming more. I read Vecna Rises and was charmed. I'm getting into the OG Supplement 1 Castle Greyhawk. I'm adding stuff from 3E's Draconomicon and Book of Vile Darkness into 5e. I'm just drawing from everything in sight and it's thrilling!