Hussar said:
1e required tinkering in order to be playable. Tomes of house rules simply to define baseline assumptions and make those assumptiosn playable.
Nope. I have never seen nor heard of even a single such volume. That does not mean they don't exist; it
does mean they are not necessary.
Most people I knew played D&D (of which AD&D was itself just a collection, not a separate thing) pretty similarly. They tended not to use every last thing in the books -- but (per the guys who wrote, edited and published them) that was never the intent. They tended also to add whatever took the players' particular interests, which definitely
was the intent right from the start. In sum, I would say that most people were pretty conservative -- especially relative to the bizarre stuff power gamers came up with for 3e.
On the other hand, I personally used the
Arduin Grimoire trilogy, Dragon magazine, and other materials -- to create a campaign with "everything" in it (sort of like RIFTS, but about a decade earlier).
Speaking of RIFTS, of course Palladium spun off from AD&D (the compatibility having been evident starting with
The Mechanoid Invasion). The Arcanum, Rolemaster, even Runequest had similar roots -- but grew into distinctively different games.