Back in my pre-teen years in the 80s (my era of "I need Gygax/TSR to tell me how to do this properly!") I would furiously tear through my Expert D&D and Dungeon Masters Guide looking for the rules for thirst and starvation. I mistakenly believed that I had somehow missed them while reading the rules; it couldn't be an omission, or else why would they have food and water in the equipment lists, nevermind Expert foraging & hunting rules?
Eventually "improved" editions of D&D included rules for such (and a million other) situations and I was satisfied... until I turned my back on such ways and returned to my youth with confidence and a DIY perspective.
Anyways, I'm editing together an OD&D rules & houserules booklet for my own game, and I decided to do some research on the rules for the OD&D-referenced Outdoor Survival Avalon Hill boardgame; although I was unable to find a PDF of the rules, I did find the following on Boardgamegeek:
Whoah... OD&D had rules for Thirst and Starvation from the very beginning...
BTW The numbers in the "Life Level Index" track seem to be the movement allowance; you run out of food and water? Good luck getting back to civilization...
(I love the icon for the 0 movement section of the track; new Blogspot avatar perhaps...)
BTW, does anyone have a PDF with the Outdoor Survival rules? Abandonware and all.
I played a bunch of outdoor survival way back in the olden days. Basically you start at point A and try to get to point B without dropping dead along the way. Getting lost and wandering off track was death. The OD&D wilderness rules coupled with the charts you post will work fine together.
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ReplyDeleteI went without food and water for five days once, and those rules have woefully neglected to include the point when your pants start falling down.
ReplyDeleteI got to play it for the first time with my father and brother last summer. The attrition is brutal. Every turn you aren't near food/water you get weaker. And as you get weaker you can move less and less. So the path you navigate through the wilderness is essential. Except . . . you have to roll a d6 to see if you can go in the direction you intended (you're lost). You can usually tell several turns ahead that you're screwed and will die.
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