Why use the AD&D 2.0 rules system when D&D has moved way beyond that point? Why not use the forth edition or even the brand new fifth edition, as most others do at this point?
The Nolaria Campaign is pretty old at this point. We started the game using the original boxed D&D set back in 1977. When AD&D came out, it as fairly easy to adopt those rules, as they were fairly close to the original rules set, largely a matter of adding a bunch of things that had been optional previously and making them uniform. AD&D 2.0 introduced the THAC0 combat system, which the Erebus Player's Handbook adjusts a bit towards a more complete D20 system. We have played under these early versions of D&D for a LONG time.
When Wizards of the Coast (and later Hasbro) bought TSR, an effort was started to "improve" the D&D rules system. It was expanded to include feats, enhancements, etc. The character classes were expanded. Some of the game style of Magic was brought in. It was also influenced by the growing popularity of Massive Multi-player On-line Role Playing Game Systems (MORPGS) such as World of Warcraft, Warhammer, Guild Wars 2, etc. This resulted in AD&Ded3, 3.5, and most recently 4.0. AD&D 5.0 have moved closer to the original game concepts.
In my opinion and that of my older players, D&D became a different (though similar) game after 2.0. The earlier versions of the game were simpler (fewer spells, fewer classes, fewer races, etc.) and thus much easier to play. Combat became so complex that it (eventually) required computer assistance to moderate the game in any meaningful way. Dungeons and Dragons Online (DDO) does this nicely. DDO works well in the AD&Ded4 rules system because it handles virtually all of the game mechanics for the player. More importantly, there is no human DM required to run it.
Beyond the style and feel of the play, there is also the sheer bulk of game notes. By the time AD&Ded3 was released, I had about six running feet of notes on Nolaria and I owned almost ALL of the AD&D2 rule books (an investment of well over $1000). Those notes have have grown considerably since then, aided by shifting much of the documentation to digital forms (scanned maps, typed descriptions, etc.). Converting this much material would be a considerable amount of work - for little return, in my opinion.
Lest I suggest that the AD&D2 rules system is perfect, let me say that we've had plenty of time to find the flaws in the rules. Many of these issues have been addressed in the Erebus Player's Handbook, which was written by Steve Boheim with input from me and others. It covers how to start a character, class and advancement, a basic skills system, combat, and magic. It largely stands on it's own, which means that new players to the Nolaria or Erebus (Steve's campaign) don't need to own any of the original rules books, though if you come across a Player's Manual, it might be worth buying. Check Craig's List and eBay.
- Mark Norton, March 4, 2015