Hah, watching Secrets of Blackmoor has made me think about using 2d6 again.
On the one hand, I’m as fascinated as @lskh is by all the 2d6 mechanics surrounding me, from Traveller to Powered by the Apocalypse rules, and like a siren it’s calling me. And I remember older rules, too. I remember the very first such game I met was Fenris 2d6, and Pits & Perils. I remember being a bit disappointed when I realized that Pits & Perils was so simplistic even though I had read an enthusiastic review on Save vs. Total Party Kill.
But when I look at Dave Arneson’s table of old friends and his daughter in Secrets of Blackmoor, having fun, exploring dungeons, and just using just 2d6… It obviously works!
And I see that Norbert Matausch has been thinking about the same things, lately. To get a feel for his games, perhaps it makes sense to read Sophie’s review of Tatzelwurm, one of his 2d6 games. I first noticed his interest in 2d6 games when I read John Harper’s World of Dungeons, followed by Streets of Marienburg by unknown authors, and finally Norbert Matausch’s Advanced World of Dungeons. He took his old blog down, so you’ll have to do a little searching online to find the PDFs. Looking at his new blog, I see quite a few posts talking about the things I’m fascinated by right now:
Pre-D&D: How Dave, Gary, Phil and the original grognards played talks about people disliking Chainmail because it lacked hit-points and thus characters died whenever they were hit. There’s more about this in the Secrets of Blackmoor movie, actually. Anyway, the article tries to collect the actual rules used and continues with an example combat. A few days later, there is a second attempt at writing down the rules, Older School: Pre-D&D, 2nd edition, and finally How the Grognards really played, 3rd edition. Wonderful!
Ahhh... and yet here I am, writing spells and spellbooks. 😆