Old School Adventuring
I love reading through old Dragon magazines. I have a stack from roughly early 1978 through 1984 and enjoy re-discovering such things like the Ninja class (Issue #16), the various Ecology of articles - not sure we really needed an Ecology of the Giant Leech (Issue #123) - and the various articles doling out player advice. One such article, Be Aware and Take Care by Lew Pulsipher (Issue #79), caught my eye, and after reading it, I was struck by how some of the advice on, basically, not to die, remained the same, while others were utterly useless in today’s game.
It is a long article covering everything from equipment to using spells creatively. It also gives you insight into how D&D has evolved throughout the years. The game was only one edition removed from being a tactical wargame. There was a lot of focus on combat and battle strategy, but social interaction between players and NPCs was also very important. In many ways, it was a completely different game than the 5th edition. If you don’t believe me, here’s a telling sentence from the opening paragraph:
(This article) also assumes that the objective is for everyone in the party to live and prosper.
Adventuring Prep
There was a time when preparing for an adventure meant stocking up on food, water, horses, and maybe even a backup spellbook. DMs kept a sharp eye on your rations, and running out meant hunting wild game or reluctantly roasting whatever dungeon-dwelling creatures you could find. Goblins and kobolds might not be gourmet fare, but they were a step above gnawing on Otyugh meat.
On the other hand, Spellbooks were a liability—flammable, prone to theft, and vulnerable to all manner of misfortune. Wise wizards always carried a spare tucked safely in their packs. These days, the risk of losing your spellbook is practically nonexistent. And don’t forget the spell components. Back then, casting fireball wasn’t as simple as reaching into a magical pouch. If you wanted to unleash fiery destruction, you had to find a cave, track down some bats, and collect their guano by hand.
Trust Issues
Evil alignment players were a common part of 1st edition. Trusting your adventuring crew might feel natural, but that doesn’t mean everyone is on your side. There was a legitimate chance for a party to welcome a new member, only for that “ally” to stab them in the back during a critical moment. Sometimes, they wouldn’t even need to swing a sword; just leaving you hanging in the middle of a fight is betrayal enough.
And don’t think it’s just the players you need to watch. A crafty Dungeon Master might sneak in doppelgangers, shapeshifters, or other malicious impostors disguised as your loyal comrades. Let’s face it: you can’t always know what lies in the hearts of your supposed friends. Who knows what they were scheming during downtime in town or between expeditions. The door is wide open for substitution, and the results can be devastating. Spells like know alignment and detect charm were best friends.
Even the damsel in distress isn’t a safe bet. That crying farmer? He could be a werewolf. That prisoner you just freed? They might’ve been locked up for a very good reason. Throw silver manacles on the farmer or whip out a detection spell before you get too cozy. And hey, if someone claims to be an ally, pass them some holy water and see what happens. Don’t assume they're in the clear just because someone passed one test. Remember, the DM was actively trying to kill you in the early days. None of this “let’s talk about it” 5th edition roleplaying; every encounter was a chance for you to die.
Don’t Take Separate Routes
Don’t split the party, stupid.
You Can’t Beat Everything
Let’s be clear: running away isn’t cowardice—it’s survival. Whether you’re up against a horde of kobolds, a dragon guarding its hoard, or, gods forbid, a deity in their domain, there are battles you just can’t win. It doesn’t matter what edition you’re playing. In old-school D&D, you had to think tactically because unwinnable fights were par for the course. These days, many campaigns lean toward balanced encounters, but that doesn’t mean you’ll never find yourself outmatched. And when that happens, the smart move is to live to fight another day.
Convincing your party to retreat, however, can be its own challenge. Not everyone sees the value in running away, especially if they’re caught up in the thrill of the fight or a “never back down” mentality. As game designer Lewis Pulsipher pointed out, agreeing on a course of action as a party is crucial. If sticking around is a clear path to a total party kill (TPK), it’s worth making your case. After all, surviving doesn’t just save your characters—it keeps the story alive. And sometimes, the best move isn’t to fight another round but to plan your next adventure from a safe distance.
Use Spells Wisely and Creatively
Managing your spells wisely is one of the most critical skills for any spellcaster, no matter the edition of D&D. Spells are a limited resource, and wasting them on trivial tasks can leave you defenseless—or worse—when you genuinely need them. Before casting, ask yourself: Can this be done without magic? If so, save your power for when it’s indispensable. A well-timed spell can mean the difference between survival and a TPK, especially in tense moments.
Take the classic knock spell, for example. Sure, it can open a stubborn door, but so can a crowbar, a good shove, or even clever teamwork. In one scenario, a magic-user wisely chose to preserve their spell slots and manually let the party force open a secret door. Later, that same saved spell allowed the wizard to cast web, stopping an orc horde in its tracks and keeping the entire party alive. In 5th Edition, a similar decision might be made with misty step. Why use it to bypass a small gap when you might need it later to escape a deadly ambush?
Spells also shine when used creatively. Consider an impassable door. If you’re a party of wizards and brute strength won’t work, think outside the box. You can use passwall to bypass it entirely or cast polymorph and transform into a small creature to sneak through. In 5th Edition, gaseous form or dimension door can let you or your allies slip past barriers that would otherwise block your progress. If subtlety fails, spells like transmute rock to mud can turn the area around the door into a workaround or summon an earth elemental to smash through as a last resort. I know we just talked about managing your spells, but sometimes it’s your only option.
Finally, your spells aren’t just for combat or exploration—they can shape the world around you. Wall of stone or hallucinatory terrain can provide protection in the wilderness, while conjure elemental can speed up fortifications or create diversions. Need a hiding place? Cast passwall to carve out a temporary safe room, then seal it when the spell expires. In clever hands, even utility spells like dispel magic can become tools for victory, such as collapsing a passwall beneath an enemy to trap them in stone. Your spellbook is more than a list of powers—it’s a toolkit for creativity and survival. Use it wisely!
Faces of the City: 5e Compendium of 100 NPC Stat Blocks
From barmaids to kings, you'll have a D&D stat block for everyone your party meets (and fights) in the city.