Last night was a night of soul searching about several things when it comes to the recent Cowards of the Coast 1.01 debacle. It's got me remembering the Satanic Panic era & the evils of B/X Dungeons & Dragons.There were something about the monsters of Basic & Expert Dungeons & Dragons that everyone seems to forget. The monsters of B/X were Chaos & Law incarnate.
According to a recent Wayne's Books article here the two rule books really do bounce off one another; "The Rulebooks echo each other strongly inside, differing only when their focus calls for it: Beginning characters in Dungeons vs. Higher-level characters exploring Wilderness. Basic is levels 1-3, Expert goes up though character level 14."
The B/X's rule books monsters have a raw feel about them. No unfinished mind you but the feel of creatures that with any opportunity would & will rip your PC's apart! And nowhere is this more reflected within B2 Keep on The Borderlands By Gary Gygax.

I've said this before a ton of times that
B2 Keep on The Borderlands By Gary Gygax is ground zero for the war between Chaos & Law in B/X Dungeons & Dragons. This leads into the T1 The Village of Hommlet & all of the window dressing there.
The keep is key to defining & defending the borderlands. The borderlands themselves were our campaign setting. Events may have happened in the wildernesses of Greyhawk & the Wilderlands. But it was the Borderlands that were our primary concern time & again.What defines this are the facts that B/X's rule books lent themselves so readily to these facets. And this is because of the nature of the monsters within the B/X D&D rules. Everything works like a well oiled machine to facilitate PC advancement.
The wilderness that D&D Expert set talks about is all about the PC's. The Keep on the Borderlands is the literal base of operations & Hommlet is point of protection. The humaniod armies of B/X Dungeons & Dragons can & will take full advantage of the party the second that they can.
There are more then a few reasons why the struggle of Law Vs Chaos is central to a good OSR campaign.
- B/X Dungeons & Dragons can be seen as a bit of a road map when it comes to laying down a convincing Chaos vs Law struggle campaign
- T1 & B2 are excellent wilderness outposts and can easily be worked into a Gamma World Rpg campaign. We've done this in the past with no one the wiser.
- Moving ahead with the events of the village Hommlet let's the DM ramp up the tension
- Humanoid monsters as servants of Chaos makes PC's take notice really quickly.
- ACK's is a perfect transition rules set for a group of B/X players into the OSR. The Borderlands campaign fits easily into the background.
- B/X can give years of play before it's neccessary to move the PC's along.
- The wilderness is a great stand in for the 'lands of chaos'
- The Wilderness is also excellent as a bridge into a Gamma World 1st edition game.
- Struggling with a classic B/X game teaches the fundamentals of classic Dungeons & Dragons
- Hommlet is such a great counterpoint to the Keep from B2