The Old Lords is a clone of Chainmail (as far as OD&D is concerned) with superior layout and 2-page spreads, including clarifications for use with OD&D!
Physical copies are now once again available at DTRPG!
And as always, the PDF is FREE! (see the Description on the store page)
Here's the two-page spread for the "Mass" Melee rules, with complete accuracy to the originals. D&D players will appreciate the explanations for "Heroic Individuals" (for use alongside familiar d20 RPG combat), and rules for using "Man to Man" 2d6 combat in place of d20 combat.
Examples are sprinkled throughout the book, applying the rules in the kinds of scenarios which come up in D&D campaigns.
Chainmail / The Old Lords is great for playing all the sorts of combat scenarios which come up in RPG campaigns: from dungeon skirmishes to large battlefields.
The complete "Fantasy Supplement" is included, updated only where it directly conflicts with OD&D. This means Wizards received a rewrite to bring them in line with OD&D's spellcasting, and Dragons' breath was rewritten for compatibility with 0e's heroic 1-minute combat rounds.
A look at the Contents gives an idea of just how much more is packed into this zine-sized project.
I'd like to also showcase the back cover of The Old Lords: This a beautiful piece of art, and features Psalm 72 which really evokes the faction and alignment of "Law" in both Chainmail and in OD&D.
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Braunstein has a unique place, but can't stand alone as the lifeblood of a campaign. You need the crossover. Adventure Sessions (exploration game loops), a Domain Game (which is where patron play fits, or Diplomacy in Gygax's day), a Wargame (heroic or mass battles), or Braunstein (RP-focused; but only matters because of the outcomes it has in the other 3 game modes)
The original Braunstein worked as well as it did because the players were mislead about the importance of the play session.
The Godstein works (creation + ongoing divine council) because it has such notable effects on the game world.
Same for the Bros' Brovenloft, etc.
The Wargame gets stale when played on its own, but the campaign keeps it alive.
Modern TTRPGs (3.5e and 4e exemplify this) are hero-focused wargames with roleplay filler - just enough to count it as a barebones, storyteller's "campaign rules" to link the battles together.
From my studies examining the #ADnD, RAW, it pushes not only for 1:1 downtime, but ALSO for 1:1 play within sessions of play as well. The evidence is in the 1e DMG, and also appears directly referenced, and similarly implied, in modules made during that time.
In the 1e DMG, 1979:
1:1 between sessions is recommended
Combat rules heavily imply 1:1/real-time as well, with 1 minute combat rounds, and if a player dithers for what to do on their turn for a whole minute, to skip their turn, as they are representative of their characters' inability to decide as well
Combat rules also describe that whatever players are discussing at the table during combat, can be heard by the local NPCs as well
In the Tomb of Horrors, 1978:
instructed to assume 1:1 time between sessions, to recover adventurer HP
1:1/real-time events, such as counting down from 10 as a door seals shut, are described
Throughout #ADnD, the design is to keep the decision space most closely in sync between the players and their characters, and how players decide to use their own time contributes to their success or detriment. In other words, immersion in time.
"it is best to use 1 actual day = 1 game day"
#ADnD DMG, page 37
the frequency with which a player and their character can participate in sessions directly depends on what their characters are doing in the game world, including travel, studying, and training
#ADnD DMG, page 38