Another thread prompted me to quote some passages from the AD&D PHB (Gygax, 1978, pp 7, 8, 18). They seem relevant to this thread also:
My take home from this is that the game will involve challenges, and the my choice of character class is central to determining the way in which I will be able to, and expected to confront, those challenges. There is a very strong implication that those challenges will be physical and potentially violent (weird monsters, stronger monsters, unnamed menaces, etc) and even lethal in nature (eg the references to hard fighting, to wounds, to running away, etc).
Exploration is framed as a means to an end - the end of meeting challenges. Wit and words are presented as means to an end - the end of surviving (potentially lethal) challenges.
This is a very specific focus on "exploration" and "interaction". At first blush it suggests Conan, perhaps Tolkien , maybe even the Seven Samurai. There is less of a sense of Ashes of Time, or Hero, let alone a game of exploration (in the literal sense) and colonisation, or a game of political intrigue among professional courtiers and diplomats. There is nothing to suggest that the game will involve (say) trading, or charting coastlines, as major focuses of play, and the only thing that even hints at (say) political negotiations as part of the game is the reference to "multitudinous states" (an allusion to the "thrones of the Earth", to be trampled underthe PCs' sandled feet?).
Fabulous treasure is mentioned, but from this introduction to the game I woudn't realise that treasure acquisition is the main way to gain experience: this introduction suggests that I gain experience by "successfully meeting challenges". It is not until I get to p 106 that I learn that "As a rule, one pont of experience will be awarded for one gold piece gained by a character". At this point it becomes clear that the evocation of Conan, LotR, etc is in some ways purely superficial. Consider Tower of the Elephant, for instance, perhaps the best Conan story but one which in AD&D terms would be a total flop because no treasure was removed from the dungeon; or the absence of mercenary motivations in LotR. As the game is presented, AD&D players who engage in those sorts of adventures are playing the game wrong, because earning no XP and hence failing to progress their PCs.
There is some uncertainty with respect to the interaction between class and experience. Page 106 of the PHB also says that "the Dungeon Master will award experience points to the character for treasures gained and opponents captured or slain andforl solving or overcoming problems through professional means." But in the DMG there is no suggesetion that XP are awarded for anything but "monsters slain" (p 84) or treasure "physically taken out of the dungeon or lair and turned into a transportable medium or stored in the player's stronghold" (p 85). Character class operates only as a consideration for training time (p 86). I also note that, contra some assertions upthread, there is no suggestion that you get monster XP for anything other than kills (though as noted the PHB also mentions captures).
A POOR rating means you have to take 4 weeks to train, costing 6000 gp times current level. Conversely, an EXCELLENT rating will divide both that time and that money by 4 (ie 1 week and 1500 gp times current level).
AD&D, taken as a whole, gives a pretty clear impression of what the game is about.
A fantasy role playing game is an exercise in imagination and personal creativity. The organizer of the campaign . . . must use the system to devise an individual and unique world. Into this world of weird monsters, strange peoples, multitudinous states, and fabulous treasures . . . stride fearless adventurers - you and your fellow players. Inexperienced and of but small power at first, by dint of hard fighting and clever deeds, these adventurers advance in ability to become forces to be reckoned with . . . By means of group co-operation and individual achievement, and adventurer can become ever more powerful. . . . There is no "winner", no fnal objective, and the campaign grows and changes as it matures. . . .
[O]ne player must serve as the Dungeon Master, the shaper of the fantasy milieu . . . The other participants become adventurers by creating characters to expore the fantastic world and face all of its challenges - monsters, magic and unnamed menaces. . . . [E]ach character begins at the bottom of his or her chosen class . . . By successfully meeting the challenges posed, they gain experience and move upwards in power, just as actual paying experience really increases paying skill. Imagination, intelligence, problem solving ability, and memory are all continually exercised by participants in the game. . . .
As players build the experience level of their characters and go forth seeking ever greater challenges, they must face stronger monsters and more difficult problems of other sorts . . .
Skilled players always make a point of knowing what they are doing, i.e. they have an objective. They co-operate . . . in order to gain their ends. . . . Superior players will not fight everything they meet, for they realize that wit is as good a weapon as the sword or the spell. When weakened by wounds, or nearly out of spells and vital equipment, a clever party will seek to leave the dungeon in order to rearm themselves. (He who runs away lives to fight another day.) . . .
The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class
[O]ne player must serve as the Dungeon Master, the shaper of the fantasy milieu . . . The other participants become adventurers by creating characters to expore the fantastic world and face all of its challenges - monsters, magic and unnamed menaces. . . . [E]ach character begins at the bottom of his or her chosen class . . . By successfully meeting the challenges posed, they gain experience and move upwards in power, just as actual paying experience really increases paying skill. Imagination, intelligence, problem solving ability, and memory are all continually exercised by participants in the game. . . .
As players build the experience level of their characters and go forth seeking ever greater challenges, they must face stronger monsters and more difficult problems of other sorts . . .
Skilled players always make a point of knowing what they are doing, i.e. they have an objective. They co-operate . . . in order to gain their ends. . . . Superior players will not fight everything they meet, for they realize that wit is as good a weapon as the sword or the spell. When weakened by wounds, or nearly out of spells and vital equipment, a clever party will seek to leave the dungeon in order to rearm themselves. (He who runs away lives to fight another day.) . . .
The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class
My take home from this is that the game will involve challenges, and the my choice of character class is central to determining the way in which I will be able to, and expected to confront, those challenges. There is a very strong implication that those challenges will be physical and potentially violent (weird monsters, stronger monsters, unnamed menaces, etc) and even lethal in nature (eg the references to hard fighting, to wounds, to running away, etc).
Exploration is framed as a means to an end - the end of meeting challenges. Wit and words are presented as means to an end - the end of surviving (potentially lethal) challenges.
This is a very specific focus on "exploration" and "interaction". At first blush it suggests Conan, perhaps Tolkien , maybe even the Seven Samurai. There is less of a sense of Ashes of Time, or Hero, let alone a game of exploration (in the literal sense) and colonisation, or a game of political intrigue among professional courtiers and diplomats. There is nothing to suggest that the game will involve (say) trading, or charting coastlines, as major focuses of play, and the only thing that even hints at (say) political negotiations as part of the game is the reference to "multitudinous states" (an allusion to the "thrones of the Earth", to be trampled underthe PCs' sandled feet?).
Fabulous treasure is mentioned, but from this introduction to the game I woudn't realise that treasure acquisition is the main way to gain experience: this introduction suggests that I gain experience by "successfully meeting challenges". It is not until I get to p 106 that I learn that "As a rule, one pont of experience will be awarded for one gold piece gained by a character". At this point it becomes clear that the evocation of Conan, LotR, etc is in some ways purely superficial. Consider Tower of the Elephant, for instance, perhaps the best Conan story but one which in AD&D terms would be a total flop because no treasure was removed from the dungeon; or the absence of mercenary motivations in LotR. As the game is presented, AD&D players who engage in those sorts of adventures are playing the game wrong, because earning no XP and hence failing to progress their PCs.
There is some uncertainty with respect to the interaction between class and experience. Page 106 of the PHB also says that "the Dungeon Master will award experience points to the character for treasures gained and opponents captured or slain andforl solving or overcoming problems through professional means." But in the DMG there is no suggesetion that XP are awarded for anything but "monsters slain" (p 84) or treasure "physically taken out of the dungeon or lair and turned into a transportable medium or stored in the player's stronghold" (p 85). Character class operates only as a consideration for training time (p 86). I also note that, contra some assertions upthread, there is no suggestion that you get monster XP for anything other than kills (though as noted the PHB also mentions captures).
In the AD&D DMG, XP is awarded only for treasure gained and for monsters slain. The PHB also allows that monsters captured will earn XP. There is certainly no such thing as the "story award" or "roleplaying XP". A game in which the PCs sailed the seas, charting new coastlines, but avoided combat whenever possible and never engaged in looting or piracy - a game which is actually quite feasible, if perhaps a little boring, in Classic Traveller (substituting planets for coastlines) - would be one in which the D&D PCs gained very few XP and hence very few levels. It would not fit the description of the game that I quoted above.that is why you were given XP for completing the challenges not just killing them.
In AD&D, if you didn't play your class in accordance with its role then you had to spend a lot more time and money on training. From the DMG, p 86:From what I can remember, older editions of D&D didn't assume anything but everyone having fun.
<snip>
You made your character and you did whatever you felt like doing to interact with whatever adventure the DM took you on.
Consider the natural functions of each class of character. Consider also the professed alignment of each character. Briefly assess the performance of each character after an adventure. Did he or she perform basically in the character of his or her class? Were his or her actions in keping with his or her professed alignment? . . . Clerics who refuse to help and heal or do not remain faitfhul to their deity, fighters who hang back from combat or attempt to steal, or fail to boldly lead, magic-users who seek to engage in melee or ignore magic items they could employ in critical situations, thieves who boldly engage in frontal attacks or refrain from acquisition of an extra bit of treasure when the opportunity presents itself, "cautious" characters who do not pull their own weight - these are all clear examples of a POOR rating.
A POOR rating means you have to take 4 weeks to train, costing 6000 gp times current level. Conversely, an EXCELLENT rating will divide both that time and that money by 4 (ie 1 week and 1500 gp times current level).
AD&D, taken as a whole, gives a pretty clear impression of what the game is about.