In Which my 5e Group Plays White Box With the worldwide lockdown in effect, our 5e group is on hiatus. I had suggested some time ago that we could play online. Neither the GM nor the other players had ever done that, so I offered to run one of my games for them on roll20. The intent was for the 5e GM to get comfortable with roll20, after which we would switch back to that campaign, but so far our weekly sessions have been White Box FMAG, and the players don't seem in any rush to switch. We had our 6th session last night, and even added another player. I plunked the PCs down in the [Phoenix Barony][0], and placed [my own 'Caves of Woe'][1] a few hours march away, so the prep work on my end has been minimal, which is the way I like it. Some 5e habits are hard to break. I've yet to cure the players of picking their class and race before they roll stats. I was told the new player would be playing an Elf Wizard, before he had created the PC. I have them do 3d6 in order for stats, but I'm not watching them roll, they created characters mostly offline, using my [quickstart][2]. So I think there was some fudging, with an 18 STR for the Fighter. Still the bonuses or penalties are small (+1 or -1), and they have learned that the stats just don't matter much. Elaborate backstories is another 5e-ism - I never even think to give PCs a backstory. It just makes no sense in a game where death is common and character style and personality are forged through play. But two players took me by surprise and created backstories, unprompted. I don't really care either way - I have yet to see the backstory influence the play at all - it was just eye-opening for me to see someone craft a backstory for a White Box PC. The players are getting the hang of less rolling and more role playing. Most secret doors and traps are detected (or not) via descriptive means. Combat is faster and more free-wheeling than they are used to. "Just tell me what you want to do" is what I say to them. There are ad-hoc rolls when something seems important enough to matter when it fails or succeeds. I'm also trying to encourage resource tracking (torches, arrows, etc.) and [simplified encumbrance][3] (PCs can carry 1,200 coins each max), something we never did in our 5e games. Gold for XP was foreign to them. I have given them hints on spending or banking their excess gold, which is working well. So far they have hired (and lost) two meatshields, bought new silvered weapons and even a house in town. When the thief died, they paid the 1,200gp to resurrect him. Going into our 6th session, they had almost no coin left, and were anxious to get back to the dungeon to replenish their gold. The thief is already 2nd level and the others are close. So despite the differences in play styles, in the end we're all having fun, which is the goal after all. I'll be interested to see if, when we do play 5e again, some of this influences our GM. [0]: https://smolderingwizard.com/2020/02/11/forgotten-gems-of-the-osr-the-phoenix-barony/ [1]: https://smolderingwizard.com/tag/ravendale/ [2]: gopher://gopher.smolderingwizard.com/9/rpg/player_and_gm_resources/wb_fmag_player_quickstart_v2.pdf [3]: https://smolderingwizard.com/2019/01/17/simplified-encumbrance-for-odd-and-clones/