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AD&D: There and Back Again - a Role-Player's Tale
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<blockquote data-quote="jlac" data-source="post: 5555305" data-attributes="member: 38258"><p>Gary Gygax wrote the AD&D 1E Player's Handbook, too. Here is part of what he wrote from page 8:</p><p style="margin-left: 20px"><em>"This game is unlike chess in that the rules are not cut and dried. In many places they are guidelines and suggested methods only. This is part of the attraction of <strong>ADVANCED DUNGEONS & DRAGONS</strong>, and it is integral to the game. Rules not understood should have approprate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN. Participants in a campaign have no recourse to the publisher, but they do have ultimate recourse -- since the most effective protest is withdrawal from the offending campaign. Each campaign is a specially tailored affair. While it is drawn by the referee upon the outlines of the three books which comprise <strong>ADVANCED DUNGEONS & DRAGONS</strong>, the players add the color and details..."</em></p> <p style="margin-left: 20px"></p><p>And here is the very cool Afterword on page 230 of the AD&D 1E DMG, also written by Gary Gygax:</p><p style="margin-left: 20px"><em>"IT IS THE SPIRIT OF THE GAME, NOT THE LETTER OF THE RULES, WHICH IS IMPORTANT. NEVER HOLD TO THE LETTER WRITTEN, NOR ALLOW SOME BARRACKS ROOM LAWYER TO FORCE QUOTATIONS FROM THE RULE BOOK UPON YOU, IF IT GOES AGAINST THE OBVIOUS INTENT OF THE GAME. AS YOU HEW THE LINE WITH RESPECT TO CONFORMITY TO MAJOR SYSTEMS AND UNIFORMITY OF PLAY IN GENERAL, ALSO BE CERTAIN THE GAME IS MASTERED BY YOU AND NOT BY YOUR PLAYERS. WITHIN THE BROAD PARAMETERS GIVEN IN THE <strong>ADVANCED DUNGEONS & DRAGONS VOLUMES</strong>, YOU ARE CREATOR AND FINAL ARBITER. BY ORDERING THINGS AS THEY SHOULD BE, THE GAME AS A WHOLE FIRST, YOUR CAMPAIGN NEXT, AND YOUR PARTICIPANTS THEREAFTER, YOU WILL BE PLAYING <strong>ADVANCED DUNGEONS & DRAGONS</strong> AS IT WAS MEANT TO BE. MAY YOU FIND AS MUCH PLEASURE IN DOING SO AS THE REST OF US DO!"</em> </p> <p style="margin-left: 20px"></p><p>I typed those passages in verbatim (I think), including all of the capitalization and bold lettering. I think that these passages help to dispel the notions that the players are bound by their character sheets, that DMs are bound by the rulebooks, or that the rules are supposed to be a rigid, defined boundary. They aren't. The rules are just outlines, guidelines, and suggested methods. It's expected that the DM will change the parameters (the rules as given in the books) to suit his game, his campaign, and his players. That is because the DM is the final arbiter, and the game is more important than the rules. At least that's what I'm reading in the above passages. I cannot wait to see the alternative interpretations that are surely forthcoming. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="jlac, post: 5555305, member: 38258"] Gary Gygax wrote the AD&D 1E Player's Handbook, too. Here is part of what he wrote from page 8: [INDENT][I]"This game is unlike chess in that the rules are not cut and dried. In many places they are guidelines and suggested methods only. This is part of the attraction of [B]ADVANCED DUNGEONS & DRAGONS[/B], and it is integral to the game. Rules not understood should have approprate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN. Participants in a campaign have no recourse to the publisher, but they do have ultimate recourse -- since the most effective protest is withdrawal from the offending campaign. Each campaign is a specially tailored affair. While it is drawn by the referee upon the outlines of the three books which comprise [B]ADVANCED DUNGEONS & DRAGONS[/B], the players add the color and details..."[/I] [/INDENT]And here is the very cool Afterword on page 230 of the AD&D 1E DMG, also written by Gary Gygax: [INDENT][I]"IT IS THE SPIRIT OF THE GAME, NOT THE LETTER OF THE RULES, WHICH IS IMPORTANT. NEVER HOLD TO THE LETTER WRITTEN, NOR ALLOW SOME BARRACKS ROOM LAWYER TO FORCE QUOTATIONS FROM THE RULE BOOK UPON YOU, IF IT GOES AGAINST THE OBVIOUS INTENT OF THE GAME. AS YOU HEW THE LINE WITH RESPECT TO CONFORMITY TO MAJOR SYSTEMS AND UNIFORMITY OF PLAY IN GENERAL, ALSO BE CERTAIN THE GAME IS MASTERED BY YOU AND NOT BY YOUR PLAYERS. WITHIN THE BROAD PARAMETERS GIVEN IN THE [B]ADVANCED DUNGEONS & DRAGONS VOLUMES[/B], YOU ARE CREATOR AND FINAL ARBITER. BY ORDERING THINGS AS THEY SHOULD BE, THE GAME AS A WHOLE FIRST, YOUR CAMPAIGN NEXT, AND YOUR PARTICIPANTS THEREAFTER, YOU WILL BE PLAYING [B]ADVANCED DUNGEONS & DRAGONS[/B] AS IT WAS MEANT TO BE. MAY YOU FIND AS MUCH PLEASURE IN DOING SO AS THE REST OF US DO!"[/I] [/INDENT]I typed those passages in verbatim (I think), including all of the capitalization and bold lettering. I think that these passages help to dispel the notions that the players are bound by their character sheets, that DMs are bound by the rulebooks, or that the rules are supposed to be a rigid, defined boundary. They aren't. The rules are just outlines, guidelines, and suggested methods. It's expected that the DM will change the parameters (the rules as given in the books) to suit his game, his campaign, and his players. That is because the DM is the final arbiter, and the game is more important than the rules. At least that's what I'm reading in the above passages. I cannot wait to see the alternative interpretations that are surely forthcoming. :) [/QUOTE]
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