Basic moves quickly. In a few hours of play, we had created characters, cooked a meal (IRL) and explored a good ways into a dungeon comprised of fairly complicated geomorphs.(we got through two of these squares and into a third before our luck ran out)
Perhaps this is because Basic stresses careful tracking of in game time and provides instructions for running the game on a turn by turn basis.
I've heard people comparing older editions of D&D to a boardgame, or saying that it is more like a boardgame. This is actually pretty apt. Turns are fairly structured and in this way are similar to the phases and turns that most boardgames are run by. I think this particular structure makes for sessions where a lot gets managed fairly quickly.
It reminds me of sessions of 3E, where even outside of combat, I went around the table on a round by round basis and things moved fluently.
And speaking of combat, it was as deadly as expected and advertised.
The session ended with two players very suddenly slain by gnomes. The lone surviving halfling frantically retraced his steps out of the dungeon and added "the vengeful" to his name.
Combat moves and the tides turn very quickly. The extremely simplified approach to initiative, and the fragility of characters lends to this. There is no need to mess with criticals or fumbles when a decent damage roll means rolling a new character.
I think it also has a lot to do with the simplicity of the characters themselves. Without a mess of spells, feats and skills to confuse the player, characters take very simple, punchy actions and their rounds are quickly resolve. And yet the application of teamwork and tactics did not suffer for this.
I used to say that if you have 5 encounters prepared to run, then you have enough for a night of gaming. But in Basic, you should probably prepare way more since things move pretty fast.
One thing that did bog down gameplay though was the doors.
Roll 1-2 on a d6 or fuck you.
On Basic p. 21, it says that doors in a dungeon are usually locked or stuck. Stuck doors must be forced open by rolling on a d6.
What is the purpose of this rule?
Presumably, forcing a door would make a noise, alerting nearby monsters. So as soon as a door is forced open, any creatures in the next room will be alerted. But they might still be surprised if the party immediately attacks?
But suppose the party fails to force the door. Even if they pile up to force it (not sure how to handle this) they might fail to open the door.
Well fuck. I kind of need them to be able to get through this door so they can explore the rest of the damn dungeon. So I said they could just wreck the door, but it would make a lot of noise.
And that's what I settled on. Forcing the door is less noisy and allows for surprise. Wrecking the door will ring the dinner bell.
If anybody has any ideas on managing door in B/X, please comment.
Even stranger, it goes on to say that these stuck doors open automatically for monsters. What?
I guess this must be one of those rules written for the sake of gameplay rather than consistency or realism. There seems to be a lot of that in Basic.