Ah, 2nd edition. I was one of the holdouts, running two elven bladesingers around the Isle of Sahu while everyone else was gearing up for Bastion of Broken Souls.
But now I don't see why I bothered. When I read the 2E DM's guide, sometimes I just have to shake my head and laugh.
Magic item creation, for example. To scribe a scroll you might need a phoenix feather quill and giant squid ink. The poor sucker trying to make a magic sword has to find meteoric iron from deep in the bowels of the earth, quench it in a special spring, and imbue it with the "power of purity." All that stuff sounds great if you're writing Harry Potter fanfic, but it starts to wear on the nerves around the gaming table. It's like that jerk in the Burger King commercial - "get me a Whopper!" "First you have to go on a quest and then I'll assign a percentile chance and then maybe you can have your Whopper!"
And the optional rules. Weapon type vs. specific armors? Anyone? All those blue boxes telling you how to do weird things with your initiative or make your own character classes or complicate your aerial battles?
And the stern admonitions about making magic too common. The whole book is insistent about how magic items are so ridiculously rare, no one would possibly buy one or sell one, PCs should feel lucky if they find a +1 sword, etc. etc. "If magic were common, you'd have a crazy fantasy world with djinni-driven steamships and crystal-ball communications networks." But of course, there are precisely ZERO guidelines as to what an "appropriate" level of magic is. When should a fighter have a +3 sword? 6th level? 10th level? Never?
There was so much reliance on DM fiat, especially compared with 3rd edition. Some people may find this aspect appealing, but I dislike playing "mother-may-I" with the DM.