For New Players

Getting Started

To get started in the Old Realms Campaign, please do the following: 


1) Read the Player's Guide

2) Create a character, keeping in mind the parameters set in the Player's Guide. I recommend using this generator but you can also do it manually. 

3) Let me know if you have any questions!


If you are coming from more modern RPG systems, definitely read this


After playing modern RPGs, jumping into old-school campaigns might feel a bit weird. There are a few reasons for this discomfort, but I think it primarily comes from new players bringing in modern expectations. What do I mean by "modern"? Some examples: 
  • When considering a course of action, the player checks their character sheet to see what skills they have. If they have a skill with a high-enough level, they ask if they can make a skill check. 
  • When creating a character, the player is concerned with optimizing their attributes and skills. Many times, the player is concerned with what role the group needs to be filled instead of what she wants to play. 
  • When creating a character, his or her backstory is important to the story. Often players expect their backstory to evolve into a major quest or subplot.
  • The campaign follows a plotline determined by the Gamemaster, and while the players are given plenty of choices to make throughout the story, there are no major deviations from "the plot". 
  • Encounters are carefully crafted to the power level of the players. While encounters are tough and dangerous, it's rare for entire parties to be wiped out. The Gamemaster knows that if the party composition is disrupted, the integrity of the pre-determined plot will be threatened, so she does her best to keep the PCs alive. 
  • Characters advance power levels by slaying monsters, completing major quests, and achieving milestones.
As we can see, a modern campaign places a lot of work on the Gamemaster by demanding that they write a compelling story and create challenging but not campaign-ending encounters. Character statistics are favored in lieu of player skill.

Old-school games take a different approach by placing the emphasis on the player agency. The player interacts with the game world created by the Gamemaster. Moreover, he is expected to use his intellect and wit to accomplish his goals instead of relying purely on the numbers written on his character sheet. For example: 

  • When considering a course of action, the player asks for details about the situation and explains how they go about interacting with it. The Gamemaster then takes in the player's response and causes the situation to change in kind. Skill checks may or may not be called for depending on how the player describes their action. 
  • When creating a character, the process is fairly random and doesn't allow for optimization. If the party feels that a specific role needs to be filled, they hire an NPC to do it for them. 
  • When creating a character, the player doesn't put a ton of detail into her backstory. This is because at lower levels, the character can be killed quite easily. 
  • The campaign doesn't have a major plot at the beginning. The players are presented with hooks such as rumors, quests, or interesting locations, and then they decide on what they would like to do. 
  • Encounters are generated based on what logically makes sense for the environment. If the party encounters a hostile creature or person, the Gamemaster doesn't scale their power to that of the players. If the enemy is too powerful, the party should consider fleeing or negotiating. 
  • Characters advance power levels by collecting treasure. 

If you're interested in learning more about old-school RPG philosophy, I highly recommend reading the Old School Primer by Matthew J. Finch. Personally, I find old-school gaming to be intellectually stimulating and incredibly immersive. Of course, your mileage may vary, but it's how I like to run my games. If it sounds like fun to you, then welcome! 

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