I ran a game using a combination of Chainmail and OD&D rules. It was a lot of fun!
The OD&D actual play by Bandit's Keep was a big inspiration, and Marcia B.'s Fantastic Medieval Campaigns was a great resource for the OD&D and Chainmail rules.
Points values from Fantastic Medieval Campaigns |
Here's the basic gist of how I did it:
- Let each player build a band of characters with a total value of 10 points, using the points values from Chainmail. I disallowed those creatures that cost exactly 10 points.
- New characters can be recruited by paying gp equal to the points value times 100.
- Basic infantry and cavalry can be recruited in towns, but you can also try to recruit any creature you meet in the wilderness or in the dungeon, using the recruitment rules from OD&D. If your party is worth less than 10 points total, you can recruit for free in towns to get to 10 points.
- Make reaction rolls when encountering NPCs (2-5 attack, 6-8 uncertain, 9-12 friendly). If they are uncertain, roll again next round.
- Resolve combat using Chainmail's mass combat rules. Don't use the "Combat between special units" rules. For creatures that lack a defense value, use the same value as for attack. No creature is immune to normal attacks.
- Wilderness movement and encounters work as in OD&D.
- In dungeons, track movement round by round as if the dungeon crawl was a continuous combat. Roll for random encounters at the end of every round. Cavalry have to dismount before going into the dungeon!
- XP is awarded for gathering treasure (1 XP per gp) and for defeating enemies (XP equal to points value times 100). XP is divided equally among all characters.
- Characters level up using the Fighter XP progression from OD&D. Every level gained means they count as one more fighter in combat (make one more attack, survive one more hit), and also improves their morale by 1 point.
- You don't need to track or pay for basic equipment, food rations, inn rooms etc, but at the end of every month, you must pay gp equal to 1% of each character's XP total (as per the OD&D rule).
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The game was set in the Land of the Winterwind, the great northern wilderness. I was going to have three players; two called in sick but me and the last player went ahead. I let him spend 30 points on his starting band. He went with 1 great orc, 2 orcs, 2 elves, 5 goblins, and 2 fairies.
Having heard a rumor of an underground ruin full of shining gems they went north. On the way they met a few ents and a werebear; fortunately they were friendly. They reached the dungeon, went inside, and the carnage began.
The party killed goblins, slime folk, and crystal beasts in the cramped tunnels, but also saw their own members fall one by one. They rescued a captured human but he got killed later. In the end only two characters were left: the great orc and a fairy. They ran into 7 archers as they were about to leave, and gave them most of the treasure they had found to not have to fight them. The orc and the fairy made it out with a few gold pieces and gems, a +1 extendible claw staff, and almost enough XP to level up.
Filthy and bloodied they made their way to a nearby dwarf hold, where they could finally relax, and try to take in what they had just experienced.
Then they recruited a couple of rookie dwarf fighters, and prepared for the next expedition.