Basic D&D, Holmes Edition - a review

Bullgrit

Adventurer
I received a copy of the 1978 Holmes-edited edition of Dungeons & Dragons. I've been curious about this version of the game for many, many years. (I started with the Moldvay-edited edition of Basic D&D.) I've just written a review of this book on my blog, and if you're interested in the details of my review, please go there and check it out. Warning: I rate it very poorly.

My question here is: How many people actually got their introduction to D&D through this Holmes edition? Especially as an intended basic and introductory version of the game, it is crazy convoluted as text and insanely designed as a game.

I mean, the original D&D game book (1974) can be forgiven for any problems with the game design because it was the absolute first of its kind, blazing a new trail. And the Advanced D&D game book can be forgiven for being complicated because it was trying to cover a virtually infinite scope for experienced players. But the Holmes edition game book was both intended as a very small slice of the game and as an introduction to new players. But it was also both terrible game rules and convoluted explanations -- it's like the combination of all the worst problems of both the original and the advanced editions. I realize now just how great a job Moldvay did with his edition.

Bullgrit
 

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I had that edition -- my parents got me the Holmes edition and the AD&D books around the same time -- but I don't think we ever used it for anything other than a coaster. It's pretty horrible and massively user-unfriendly. Even creating a character is baffling.

Ironically, it's one of the few D&D books I still have from that era. Go figure.
 

The Holmes edition book was the first one I got. I couldn't get through it (I was 10 at the time), so my dad tried to guide me through the rules. I lost the rulebook shortly thereafter, and just played the game by ear (using B2) until I got the Moldvay/Cook set.

I got another copy of it years ago and actually sat down with it to read through. For its time, it was usable - definitely better organized than the little white books, but the Moldvay (& definitely the Mentzer set) blew it away. For today's standards, I could see it being rated very poorly.
 

Very interesting.

I have a very high opinion of Moldvay Basic, and hadn't realised how different the two versions are.
[MENTION=6680772]Iosue[/MENTION] had a good thread on Moldvay Basic pretty recently; I wonder if he (?) has a view on the Holmes edition?
 

Well, it's relative. Holmes is massively clear and well organized when compared to the OD&D booklets themselves. Each generation improved on user-friendliness, so Moldvay and Mentzer are each better.

Imagine reviewing Holmes if you only had the OD&D booklets for reference and had never seen a single later product.
 

I started play with the lbbs, a holmes book and the mm. That is what my dm used.

Then I got my own copies of those...early 78. Never had any trouble as I recall. Everyone who played back then did their own thing when rules were not clear, or just not there. I feel that is a feature, not a bug.

But later,I grabbed the BX sets the day they arrived at my bookstore. They cleared up alot of things, and still are the best presentation of the game, ever AFAIAC.

Bottom line, the Holmes book served us very well. No handholding the newbie like games of today. Diffetent times, different approach, and different assumptions about the audience.
 

No handholding the newbie like games of today. Diffetent times, different approach, and different assumptions about the audience.
Comments like this, about old game editions, I just don't understand. It's like some want a survival of the fittest arrangement for bringing in new players.

"If you can parse through this unnecessarily verbose and tedious text describing overly complicated and nonsensical rules, then you have the right stuff to be a part of our special club of D&D gamers."

And this is considered a good thing?

TSR obviously wanted to attract and introduce new players to the game, so they made this basic introductory rule book. Publishing a basic introductory product is, by definition, wanting to handhold newbies. But they made the text and rules so confusing and complicated that it surely had to drive away some interested potential players. Why do some people point at this as a good thing?

Bullgrit
 

Very interesting.

I have a very high opinion of Moldvay Basic, and hadn't realised how different the two versions are.

@Iosue had a good thread on Moldvay Basic pretty recently; I wonder if he (?) has a view on the Holmes edition?
Indeed a he! (Iosue is Latin for Joshua.)

I think Moldvay is an amazing piece of work. When I first used it to enter the world of D&D, I didn't think anything of it. It was so straightforward, and elegantly laid out. Here's how you make and advance characters. Here's how exploration works. Here's how combat works. Here are the monsters for the DM to use. Here are the treasures the monsters will have. Here's a section helping the DM build dungeons, and some excellent DM advice. All in 64 pages. The rules are light enough to provide a framework to build on, and yet if you play it purely by the book you have a robust game of suspenseful exploration.

Moldvay improves on Holmes in all respects, and I think even Holmes conceded that in his review. But I think to appreciate Holmes, you have to put yourself in the shoes of the players back then. The thing is, D&D was as a concept, just so big. The original books were not what we would consider a tightly focused design, but a primer on a whole new way to approach gaming. Arneson's home game was quite different from Gygax's, which was again different from Holmes'. I think a common approach to RPGs now, perhaps since the publication of AD&D 1e and Moldvay, is "the rules are the mechanics through which the players engage with the game". Whereas at the time I think it was more "rules are just some advice for the DM to adjudicate common situations", and the players didn't have to really worry about them. And so when it came time to choose your weapons, ostensibly you didn't go "I'm picking the weapon that gives me the most damage," you picked the weapon that fit your image of the character. And if the designers at the time thought getting in close and going stabbity-stabbity with a knife while the guy with the battle-axe was taking big slow swings, well that's a feasible set of assumptions to go by. Another consideration is that Holmes probably expected folks moving on to AD&D would be playing with slightly more complicated combat rules for speed and weapon damage.

What I marvel at with Holmes is the size of the job he had: he had the original three books, plus the three supplements. He wasn't really a game designer -- just a player who made a successful freelance pitch. There were huge gaps -- how is initiative decided? How long is a turn, exactly? How long is a round? Every table played their own version of D&D, and to Holmes this was a good thing. He was trying to distill a gaming movement into a 45-page booklet, and provide guidance while still retaining that wild "take this basic structure and make it your own" spirit. It was a different path from Moldvay. Moldvay took that big movement and pared it down to the essentials, and further, he had a mandate to ignore what was going on with AD&D, so he could rebuild D&D on some sound mechanical and mathematical principles. Holmes was trying to retain as much of the original as possible, filling in the gaps while retaining the wide open possibilities, and put it into a manageable shape for a non-wargamer.

Another thing to consider was that Holmes is listed as the sole editor on the project, and this was before TSR had a huge staff. I suspect that in as much as fresh eyes saw it, they corrected only obvious typos, and didn't address much in the way of design. Moldvay, meanwhile, had Harold Johnson and Frank Mentzer doing production/layout, and the credits for Editing/Continuity list Lawrence Schick, Allen Hammack, David Cook, Kevin Hendryx, Jon Pickens, Patrick Price, Paul Reiche III, Evan Robinson, Ed Sollers, Don Snow, and Steve Sullivan. It is hardly a surprise that Holmes contains errors and inconsistencies, while Moldvay is a far more polished design, in both game and presentation.

And while Moldvay noted in his article on the new Basic set was based on the original White Box rules, there is much that he took from Holmes. For example, in the original booklets, the turn is quite convoluted. It's basically 10 minutes, but is made up of "two moves". So you take your character's movement and double it to find out far you move in a turn. Rounds are not given a time frame, except that there are 10 in a turn. (Hence, in AD&D 1 round = 1 minute.) Holmes simply gives everyone a base movement score based on encumbrance, and says that a round is 10 seconds. Moldvay retains this take on movement (although he slows down the pace), and uses 10 seconds per round. Moldvay also retains Holmes' 5-level monster reaction table, rather than the 3-level table of the original game. Holmes slightly changes the XP value table found in the Greyhawk supplement, and Moldvay retains this.

So, my view is that, yes, it is flawed, and Moldvay is a much superior product. OTOH, Holmes had a hell of a job to do, and judging by the response, I certainly can't say it wasn't successful. He provided a base for others to build on. The gamer in me prefers Moldvay and Cook to Holmes or even AD&D. But the amateur D&D historian in me respects the hell out of it.
 

Moldvay Basic remains one of the all time great RPGs.

Holmes remains more typical of its time. Take a look at the other D&D supplements, like Greyhawk or Swords and Spells. There are issues. Plus, Holmes doesn't not have the advantage of being able to throw out cool new ideas (this is the first time there is a thief and % skills!) to make up for it.

In that context, it still has its fans.
 

Comments like this, about old game editions, I just don't understand. It's like some want a survival of the fittest arrangement for bringing in new players.

"If you can parse through this unnecessarily verbose and tedious text describing overly complicated and nonsensical rules, then you have the right stuff to be a part of our special club of D&D gamers."

And this is considered a good thing?

TSR obviously wanted to attract and introduce new players to the game, so they made this basic introductory rule book. Publishing a basic introductory product is, by definition, wanting to handhold newbies. But they made the text and rules so confusing and complicated that it surely had to drive away some interested potential players. Why do some people point at this as a good thing?

Bullgrit

You are assuming a motive in the part you quoted, that is not there.

I stand by my comment. In the 1970s the expectations of the TSR staff were that the game were guidelines, and any intelligent, creative, rational thinking "adult" , likely already having an interest in S&S and/or wargaming, would take the game, fill in gaps, and make it theirs. It is all over products of the time period. They were books made by a hobby company for hobbyists. It is only once D&D started to become a worldwide fad/phenomenon , where the audience became exponentially greater, they felt the need to fill in the gaps, and hand hold people through learning all the details. Yes, I said "Hand Hold" ....it is "Hand holding" to walk you through all the "tough parts". TSR also found it quite beneficial financially, and thus set up the business model of selling you pre-packaged everything that still is in vogue today (i.e. beat you over the head with splats, editions, settings, modules etc). In the 1980s D&D was BIG business, and no longer in any way, shape or form, was TSR the same company of the 1970s....i.e. hobbyists writing for hobbyists.

I am still playing 35 years later...I reckon that Holmes set was not nearly as bad as you make it out to be.
 

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