For me, as a designer, I think that the best "content" comes out of play. Whether it is making adjustments to a game to better fit everyone's styles, or coming up with new mechanical bits and bobs to give a little more something to player's characters. This is the second batch of character options that I have come up with for our weekly Swords & Wizardry game, but it can just as easily work for Labyrinth Lord as well. I came up with the method that I am using previously to add some zing to clerics, and the method works for other character classes as well.
Basically what I am doing is offering up an additional class ability, one that the player gets to pick for their character. It adds some new special abilities and a bit of customization to a character. The player picks one Fighter Style during character creation, and is stuck with it for the duration of their character. These styles also add a bit of flavor to your character, giving you (as the player) some story and background hooks into the character. This can end up helping with the role-playing of your character as much as it can help with the gaming of it.
I know that this is going out of the boundaries of old school play, for some, but my approach is that I am looking for a simpler approach to gaming, which games like Swords & Wizardry and Labyrinth Lord supply for me, which I can then customize to fit the needs that the group and I have for play. So far that has meant bolting on this rudimentary advantage system onto the character classes. This approach has worked well with our party cleric, without making it out of proportionally more powerful when compared to the other characters in the group. It may not work for everyone, but it works for us.
Basically what I am doing is offering up an additional class ability, one that the player gets to pick for their character. It adds some new special abilities and a bit of customization to a character. The player picks one Fighter Style during character creation, and is stuck with it for the duration of their character. These styles also add a bit of flavor to your character, giving you (as the player) some story and background hooks into the character. This can end up helping with the role-playing of your character as much as it can help with the gaming of it.
I know that this is going out of the boundaries of old school play, for some, but my approach is that I am looking for a simpler approach to gaming, which games like Swords & Wizardry and Labyrinth Lord supply for me, which I can then customize to fit the needs that the group and I have for play. So far that has meant bolting on this rudimentary advantage system onto the character classes. This approach has worked well with our party cleric, without making it out of proportionally more powerful when compared to the other characters in the group. It may not work for everyone, but it works for us.