Having recently been told that I overemphasized the importance of killing and conquest in D&D, I've been looking at some old texts relevant to D&D. I couldn't find anything to substantiate the notion that treasure was supposed to be much more important than battle.
First, Gygax's Role Playing Mastery, p.26 -36:
If I had to sum up John Carter, Fafhrd and the Grey Mouser, Elric, Conan, etc., I would definitely say that they faced down danger in exotic places, and they generally put danger to the sword. The text cited above puts a great deal of emphasis on getting action and excitement into the game.
Thus I'd say that the first goal of D&D is to battle against strange, mysterious dangers.
Next, White Box D&D, Vol. I, p.18:
Treasure is mentioned, but battle seems central.
I would submit that the White Box OD&D was still following the goals of a wargame, although it was adding the atmosphere of a "weird tale." The responsibility of the PCs is to battle much like pulp heroes would battle -- Elric would be "Chaotic Evil" whereas John Carter would probably be "Lawful Good." The battle must be exotic, weird, inspiring, and if possible chivalrous. Elric's battles tended to be exotic and baroque; Conan's were weird but chivalrous; John Carter was chivalrous to a fault, overshadowing the exotic backdrop of Mars. The goal of the game is daring battle in exotic settings.
Conversely, the game also seeks to keep the player characters alive, which means that although they must take risks, they must also calculate carefully and stay alive.
Role Playing Mastery:
So Gygax advises that the DM must defend the campaign of the players from the short-term ambitions of the players themselves, so that they don't spoil the fun. The battles must be testing grounds.
In all of the above, the emphasis seems to be on danger; I haven't found anything in the early D&D texts to suggest that treasure was nearly as important. I tend to think that treasure was an afterthought at first and then early excesses caused TSR to moderate treasure.
Gygax in the AD&D DMG (p.92):
The above leads me to suspect that the original intent was to emphasize battle. Treasure was thrown in without much concern for the effect it might have on distracting players from glorious fights.
The ten-to-one gold to kill ratio in the "White Box" text might suggest that stealing is ten times more important than battle, but that strikes me as contrary to the "spirit." I'm not terribly familiar with the "White Box," so if anyone can offer guidance on issues like experience given for wandering monsters with no treasure, I'd be much obliged.
First, Gygax's Role Playing Mastery, p.26 -36:
...understanding extends not only to the written rules but to what lies between the lines as well. The is the spirit of the game. Spirit is evident in every RPG. To identify the spirit of the game, you must know what the game rules say, be able to absorb this information, and then interpret what the rules imply or state about the spirit that underlies them.
...
(p.36)
2. Learn the goal(s) of the game. In other words, understand what the role of the PCs is in the game environment - the responsibilities and obligations of the player characters around whom the game world revolves. ...
3. Discover the spirit of the game, and make it your credo in play. ... Although the goal of a game may be contained within its spirit, the spirit of the game usually goes deeper. Perceive it, understand it, and have your PC live by it when you engage in play.
4. Know the genre in which the game is set, and study it often. If your PC is to act as though the game world is his or her native environment, then you as a player must feel comfortable and at home in the genre of the game.
If I had to sum up John Carter, Fafhrd and the Grey Mouser, Elric, Conan, etc., I would definitely say that they faced down danger in exotic places, and they generally put danger to the sword. The text cited above puts a great deal of emphasis on getting action and excitement into the game.
Thus I'd say that the first goal of D&D is to battle against strange, mysterious dangers.
Next, White Box D&D, Vol. I, p.18:
Experience Points: Experience points are awarded to players by the referee with
appropriate bonuses or penalties for prime requisite scores. As characters meet
monsters in mortal combat and defeat them, and when they obtain various forms
of treasure (money, gems, jewelry, magical items, etc.), they gain "experience".
This adds to their experience point total, gradually moving them upwards through
the levels. Gains in experience points will be relative; thus an 8th level Magic-User
operating on the 5th dungeon level would be awarded 5/8 experience. Let us assume
he gains 7,000 Gold Pieces by defeating a troll (which is a 7th level monster,
as it has over 6 hit dice). Had the monster been only a 5th level one experience
would be awarded on a 5/8 basis as already stated, but as the monster guarding the
treasure was a 7th level one experience would be awarded on a 7/8 basis thus;
7,000 G.P. + 700 for killing the troll = 7,700 divided by 8 = 962.5 x 7 = 6,037.5.
Experience points are never awarded above a 1 for 1 basis, so even if a character
defeats a higher level monster he will not receive experience points above the total
of treasure combined with the monster's kill value. It is also recommended
that no more experience points be awarded for any single adventure than will suffice
to move the character upwards one level. Thus a "veteran" (1st level) gains
what would ordinarily be 5,000 experience points; however, as this would move
him upwards two levels, the referee should award only sufficient points to bring
him to "warrior" (2nd level), say 3,999 if the character began with 0 experience
points.
Levels: There is no theoretical limit to how high a character may progress, i.e.
20th level Lord, 20th level Wizard, etc. Distinct names have only been included
for the base levels, but this does not influence progression.
Treasure is mentioned, but battle seems central.
I would submit that the White Box OD&D was still following the goals of a wargame, although it was adding the atmosphere of a "weird tale." The responsibility of the PCs is to battle much like pulp heroes would battle -- Elric would be "Chaotic Evil" whereas John Carter would probably be "Lawful Good." The battle must be exotic, weird, inspiring, and if possible chivalrous. Elric's battles tended to be exotic and baroque; Conan's were weird but chivalrous; John Carter was chivalrous to a fault, overshadowing the exotic backdrop of Mars. The goal of the game is daring battle in exotic settings.
Conversely, the game also seeks to keep the player characters alive, which means that although they must take risks, they must also calculate carefully and stay alive.
Role Playing Mastery:
(p.50)
You respond to the players' needs by revising and expanding the campaign milieu. First they may demand more intense and detailed combat frequently. Then they might find more esoteric approaches to unusual problems more interesting. You address these preferences as soon as you become aware of the trend. Here is where your first real test of game-mastering ability confronts you. The wishes of the play group might well be contrary to the goal of the game, and you must find a way to satisfy the players while not compromising that goal. The desires of the players might violate the spirit of the game system. ...
In all such cases, the superior game master protects the campaign first and foremost. ... you must make every effort to tailor the campaign so that it accommodates the players' interests as much as possible, without allowing them actually to determine its intent or direction. Allowing players to bring in fresh ideas and creativity is a manifestation of natural
(p.51)
growth within the campaign. ... the shenanigans of the PCs ... inspire some of the most determined efforts of the GM to prevent them from getting away with any future hijinks of that sort. The difficulty arises when players try to revise the game system, violate the spirit, or make the campaign into a playground -- as opposed to a testing ground -- for their game personas.
So Gygax advises that the DM must defend the campaign of the players from the short-term ambitions of the players themselves, so that they don't spoil the fun. The battles must be testing grounds.
In all of the above, the emphasis seems to be on danger; I haven't found anything in the early D&D texts to suggest that treasure was nearly as important. I tend to think that treasure was an afterthought at first and then early excesses caused TSR to moderate treasure.
Gygax in the AD&D DMG (p.92):
Just as it is important to use forethought and consideration in placing
valuable metals and other substances with monsters or otherwise hiding
them in dungeon or wilderness, the placement of magic items is a serious
matter. Thoughtless placement of powerful magic items has been the
ruination of many a campaign. Not only does this cheapen what should be
rare and precious, it gives ployer characters undeserved advancement and
empowers them to become virtual rulers of all they survey. This is in part
the fault of this writer, who deeply regrets not taking the time and space in
d&d to stress repeatedly the importance of moderation. Powerful magic
items were shown, after all, on the tables, and a chance for random
discovery of these items was given, so the uninitiated DM cannot be
severely faulted for merely following what was set before him or her in
the rules. Had the whole been prefaced with an admonition to use care
and logic in placement or random discovery of magic items, had the
intent, meaning, and spirit of the game been more fully explained, much
of the give-away aspect of such campaigns would have willingly been
squelched by the DMs. The sad fact is, however, that this was not done, so
many campaigns are little more than a joke, something that better DMs
jape at and ridicule - rightly so on the surface - because of the foolishness
of player characters with astronomically high levels of experience
and no real playing skill.
The above leads me to suspect that the original intent was to emphasize battle. Treasure was thrown in without much concern for the effect it might have on distracting players from glorious fights.
The ten-to-one gold to kill ratio in the "White Box" text might suggest that stealing is ten times more important than battle, but that strikes me as contrary to the "spirit." I'm not terribly familiar with the "White Box," so if anyone can offer guidance on issues like experience given for wandering monsters with no treasure, I'd be much obliged.
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