If you don’t have any fight in you, you might as well be dead.
Don’t be Afraid of the Dark. It Can Only Kill You Once.
Dark Legacy is intended to be an Old School Renaissance campaign using the original AD&D rules and celebrating the special edition re-release of AD&D by WotC. The game will be fast, rules light (the way most of us used to play) and based around role-playing and fun. Rule books will not be needed at the table unless for referencing a spell or new magic item.
The campaign will be set in the Forgotten Realms, with the first adventures taking place around the City of Waterdeep. As the campaign progresses the characters will have the option of exploring the realms further. Characters will have just arrived in the city from elsewhere in search of fortune and glory in the City of Splendors.
The campaign will combine “sandbox” random adventures with an underlying plot. While it is too early to divulge the secrets, there is a mystery afoot in Waterdeep, a Dark Legacy left behind by an unknown evil in ages past. This Darkness threatens to overwhelm the city and the realm should the character’s not intervene.
Characters should be made rolling four dice for each ability score and dropping the worst, arranged in any order you wish. Characters will be rolled at the first adventure however you should have an idea of what you would like to play with a fleshed out background for one or two characters. All of the AD&D classes from the Player’s Handbook and Unearthed Arcana may be tabled. Oriental Adventures classes and races as well as class and race combinations from Dragon Magazine (provided you can produce a copy of the magazine)can be considered depending on the character.
Characters should have a fleshed out background. While there is a good chance they will die at some point (this is AD&D after all) they need to have some life to them to help build the campaign. Besides, that long lost brother could always replace the now charred-to-a-crisp wizard who just died in the campaign.
Potential House Rules
I have in the past used a handful of house rules and/or published optional rules.
1 1st level characters get an additional HD, i.e. if a character traditionally gets 1D6 per level they get to roll 2D6 at 1st level to increase survivability.
2 Magic Users start with the cantrip Magic Bolt, which does 1D4 damage and uses the magic user’s Intelligence bonus for to hit rolls. Essentially replaces using a dagger or dart based on strength or dexterity.
3 Nonweapon Proficiencies: Nonweapon proficiencies are allowed and encouraged and will be used the way they were intended, meaning that these are things the character has learned to do and is proficient in (pro·fi·cien·cy noun meaning skill; expertness.) No die roll is necessary under normal circumstances. The intent of these abilities is to flesh out your character and give role-playing ideas, not make you roll a die to make toast. There is no reason your 3rd level mage can’t spend down time painting landscapes if that is how he blows off steam and makes ale money.
This is somewhat up in the air and I am open to suggestions, however this will be a real live game (not Fantasy Grounds.)