Lanefan
Victoria Rules
This. For the win.Ah, but Gary's intention was that the DM would rarely (ideally never) actually look at the rulebook during play, and just have a good enough understanding of the rules and the reasoning behind them and the feel of game they were intended to evoke that he'd be able to make spot-judgment calls consistent with that spirit. The handful of charts and tables that need to be used in actual play were all included on the 1E DM Screen (or in the front & back of the DM Adventure Log); everything else in the DMG is either explanation or for use between sessions.
That's one of the ironies of the DMG, one of those things Matt Finch's Quick Primer for Old School Gaming calls a "Zen moment," towards understanding 1E AD&D -- Gygax presents a thick book chock full of very detailed rules, but he doesn't necessarily expect anyone to actually use them. The rules are there to help the DM grok the intended shape and feel of the game, but once he does he's expected to supplement or even supercede the written rules with his own judgment. That's the real meaning of the famous ALL CAPS afterword at the back of the DMG -- not that the DM should wantonly ignore and change the rules in the book to suit his fancy, but rather than once you "get" the feel and intent of the rules, that making a judgment call informed by those is just as good as, or better than, slavishly following the letter of the printed rules.
And, the best part for me about 1e (or 0e, for that matter) was the very thing some here seem to want to deride: its malleability. If something didn't work in the game system for you, you *could* kitbash it into shape - or at least try - as it was generally loose enough that the knock-on effects of such changes as you made weren't likely to slaughter your game.
I mean, hell, the game I run today started out as 1e, only it's now had getting on for 30 years worth of kitbashing done to it; it's only vaguely recognizable now, and that process is not over yet. And for some reason, people still seem to want to play it...
Don't like ExP for g.p.? Change it. Don't agree with racial level limits, or with some of the racial abilities? Change them, or lose them. Don't like the initiative system? Fix it. And so on. It really doesn't matter if what I play in Victoria is the same as what someone else plays in Winnipeg or a third group plays in Pittsburgh, as long as the games are fun.
I never tried tinkering with 2e, though I swiped a few things from it. I've seen some good attempts made to tinker with 3e but the system there is so tight that changing one thing inevitably screws up somethng else. 4e looks at first glance to be somewhat more malleable - one could, for example, probably divorce oneself from the grid (but not from use of minis; I have no problem with that) and squares as measurement and firecubes without wrecking the game at all.
Someone in here last night put up a post asking pretty much what would you take from each edition to build the best overall system; one of 1e's contributions here would have to be its flexibility.
Lanefan