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But most quibbles aside (I have a few) I found the it to be quite thoughtful…and amusing/entertaining…discourse. I’ve listened to the whole podcast twice now, and found at least a couple of your insights to be quite intriguing.

Continuing our series of english language interviews, we are honoured to greet Trent Foster Smith, once maliciously described as the Khmer Rouge of the OSR. We talk about his recent five-star module, Fractious Mayhem at Melonath Falls, his Heroic Legendarium, a most scholarly collection of conversions, errata, house rules and expansions for the 2nd Edition of AD&D that never was. We further discuss the state of the hobby, the Riddle of Basic and its link to the „older/younger sibling“ dynamic. Many thoughts are shared about Gygaxian module writing, what was lost in the 80s and the faults of the Temple of Elemental Evil. Most importantly, though, we talked about the „locked“ grand Gygaxian-1e Module: Necropolis, how he played it with EGG himself and how YOU can experience the same by doing it the Trent/Gygax way. Sadly, we forgot to talk more about Fraggle Rock, but we hope we can remedy this in the future.

I could have fought much harder, but my heart was not in it. B/X is a fine introduction to DnD and its quick onboarding and lower barrier of entry will ensure its popularity but the more advanced versions are the truer, more versatile expression of the game. Once the change has been made from one to the other generally people do not go back.

You’ve brought this up in earlier episodes and you’re not totally off, but I think your theory needs to be tweaked slightly. The key to innovation and richer game play with regard to AD&D is, I think, effective world building, but the latter is (perhaps) best served in MANY regards by a study of historic warfare. Wargaming (at least the non-fantasy kind) does just this…it attempts to model real world operations, logistics, and strategic considerations with game-worthy systems and rules. My most recent foray into AD&D play has been accompanied by heavy doses of reading and research into both western history and ancient warfare (so often, sadly, intertwined) and the results have been spectacular as far as MY level of engagement and energy and endurance for real world building…and this has, quite naturally, spilled over to my players at the table.

It’s really nonsense that Mentzer’s *Immortal Rules* require you to give up everything to become a god and start over at level 1. That’s just empty posing and has nothing to do with playable or even tested rules.

Dein Insistieren auf Kenntnis der Wurzeln des Spiels, also Wargaming, Diplomacy & Co, kann ich gut nachvollziehen, obwohl ich da selbst weitgehend unbeleckt bin. Aber was ich von Ethos, Komplexität, Kreativität und z.T. auch Regeln mitbekommen oder selbst erlebt habe (z.B. Diplomacys gleichzeitig aufzudeckenden Aktionen), ist ganz sicherlich relevant für unser Hobby und seine Weiterentwicklung. Deine Beiträge erzeugen bei mir Neugierde und Sehnsucht. Toll, dass du nicht müde wirst, eine Auseinandersetzung mit der Thematik zu fordern–und sehr vergnüglich, wie das Gurt-System den guten alten Prince als Dramaspieler entlarvt hat. 😉 😉 😉