GreyLord
Legend
I was a kid at the time, only 11, and my friends and I often didn't understand the difference between the rule sets. We usually played with a mix of OD&D, BD&D and AD&D and didn't really notice or care about the differences. It worked fine for us.
So when AD&D PHB came out, but before AD&D DMG came out, we were playing just fine with a mix of OD&D and Holmes BD&D. We didn't think anything was missing, and when the DMG came out it was just more interesting stuff to throw in our mix.
That describes much about what everyone did, not just the 11 year olds!

From my blog (which I still need to write more entries on ENW)
This time they weren't simply called Dungeons and Dragons, it was called Advanced Dungeons and Dragons. Note the Advanced...because we were ALL such experts back then (that's a little sarcasm there...it's a little hard to convey in writing). It was more rules heavy then the original, even with supplements, but in a way it heralded the beginning of something great.
Maybe I didn't notice before then, but the original D&D took off with some wargamers, and was a niche group amongst a niche group. It grew, but I didn't notice tons of people playing it yet. However, something started with AD&D, something magical...something great that eventually promoted it into the mainstream. That comes later however.
When AD&D first came out, it didn't come out all at once. It came out piecemeal. In that light, we didn't get it all at once. In fact, I completely skipped the original Monster Manual for years. I didn't see anything so significant at the time that I needed to spend money on it (I guess I was pinching pennies, even then), and so didn't get it. We DID get the Players Handbook when it came out, but we used all the old monsters from the other books. We even used stuff from Holmes.
We next eventually got the DMG. That was one heck of a book. There were so many rules, and so much ground covered, I don't think we ever used it all.
Our game became sort of a mesh between the original OD&D, Holmes, and AD&D. We used all the AD&D classes and weapons damages, used Holmes and OD&D for monsters and the other rules, and the DMG for To Hit tables, Saving Throws, and items not covered by anything else that we thought was cool and wanted to incorporate into our game.
I don't think I was alone during that time period. EVERYONE took what they wanted from the rules, and incorporated what they already knew. It was a hodge podge where basic ideas united us, but everyone had their ideas of what to include in their game and what not.
We all seemed to get along, there were no rabid argument in my experience of what we had to include or what we couldn't. There was no irate edition wars. The new guys (those many of you would call Old Geezers now) typically would pick up and play AD&D by the rules, and were much more strict on it then we were, but we understood, and encouraged them to play. It was great, and we'd play in games they DM'd...and they'd then play in the campaigns we'd DM.
In between getting the PHB and DMG it was indeed like playing with the old rules with the new stuff, and no I didn't have Dragon Mag to tell me what the hit tables were. It all was a sort of conglomerate.
Even when we get to 2nd edition I still had a conglomerate of rules bound together, so 2e core with 1e rules grandfathered in all over the place.
3.X was the real changing of this idea for me and those I was with.
"The actual philosophical change occurs when someone, I forget whom, sent Gary Gygax a copy of a pre-made adventure, Palace of the Vampire Queen. Many of us looked at it—I even picked up a copy for myself-- in a mode of perplexed inquiry. The majority of us were vocal about why anyone would want someone else creating things for them and their campaign worlds whereas all of the resources in primary and supportive categories were available to them to create their own material." - RJK
From here, TSR move to produce adventures. There's a small gap between the 1976 printing of PotVQ and the 1978 printing of G1. The original ones on hand are the tournament adventures for Origins (G1-3), and - if I have it correctly - they premiered for sale at the convention. The gap is probably mainly because TSR is so amazingly small. For the largest part, we're talking mainly about Gary Gygax when it comes to D&D - and he's somewhat distracted pulling together the notes for AD&D, as well as running TSR.
In the early history of D&D, there are three figures that stand out for me:
Gary Gygax, for creating a large part of it and shepherding the game into its AD&D form and its initial adventures.
Tom Moldvay, for editing the Basic D&D set of 1981, which brought the game into a form that new players could understand.
Tracy Hickman, for showing what was possible with the adventure module.
Cheers!
On the modules idea, I have to say I actually was more of the Kuntz philosophy, I saw NO reason to actually buy and run modules for many years. I simply ran with my own ideas. I DID buy Campaigns when they came out, however, for worlds to run adventures in, but I liked running my own stuff.
I think I bought a boot Hill module once, but it wasn't until Star Frontiers that I actually bought a bunch of modules, and they were all Star Frontiers, nothing for AD&D at that point.
I don't think I became an active module and adventure buyer until 3.5, at which point I've gotten a lot of what they put out. Before that however, others may get the modules, I didn't.
I suppose they all have their treasures from high priced modules these days, where as I just have a bunch of worlds, campaign settings, and rules.