Hussar
Legend
Ok, the notion on the table is that early RPG's contained no story gaming elements explicitly in the design. Is that a fair way of putting it?
I obviously disagree.
Here is my evidence:
Exhibit A - The Paladin. Brought into the game during OD&D, certainly it's old enough to count as part of the early RPG. The paladin, at least by AD&D, had a Paladin's mount mechanic. When I take a paladin character, at 5th level or higher, I can quest for a mount. IOW, I, the player, am telling the DM, "Hey, I'm 5th level now, the rules say you have to make a quest for me to go out and get my mount." I've added elements to the game world that did not exist before. This is largely a player resource, since a character has no idea that he's 5th level does he? There's no conception that my paladin says, "Well, heck, I just killed that orc, so, now I feel ready to get my divinely inspired horse." It's pure meta-level story gaming.
Exhibit B - Training. In AD&D, if your character did not behave in a proscribed manner, you were forced to spend more money and time training. There was very little in the way of justification for it - a fighter that runs away has to spend 2-4 times as long training? Why? If you acted against archetype, you were punished. Very much story elements in the game.
Exhibit C - Alignment. In AD&D, if you acted against your stated alignment, you could actually change your alignment and you would lose a level. Very much a punishment for not acting according to archetype. So long as you stayed within your chosen archetype, you would not be punished. Enforced play through punishments in order to create a particular kind of story. Sounds like a story element to me. Why have alignment in a game with no story? After all, you don't need alignment in Chess or Monopoly. Why is it required in an RPG?
Exhibit D - Utility spells. What justification in the game world is there for clerics to have Find Traps or Water Breathing? Water walking? Ok, fair enough, I can see where that one comes from. Lower Water? Ok, no problem. Judaeo-Christian stories borrowed into the game. No worries. But Silence 15' Radius? Doesn't sound too divine to me. Why is Create Water a 1st level spell? The choice of spell levels and the spell lists themselves are all based on developing a particular story. It's not about a "game world" or "in game reality" but about the utility at that level to the party of adventurers who are presumed to be delving into a dungeon at that particular level.
Exhibit E - The monk and the druid. By choosing either of these classes, I have just added either a monastic or druidic order to the DM's game world. There has to be one because, at higher levels, I have to fight my way through to gain a level. I cannot choose these classes without having that larger order in the game world. The DM can either veto the choice at the outset - thus obviating the need for an order of some kind, or, he has to create that order at the behest of the player.
Exhibit F - Reaction Tables. These are not based on the in-game reality but on pure story creation. They dictate how this encounter is going to play out. You are supposed to roll that reaction every single time the party encounters some new group of NPC's. The DM then follows that reaction and creates the particular scenario. The DM could be all geared up for a fight, but the dice tell him that the NPC's are non-hostile and the DM is expected to follow that. Now, many DM's didn't, but the expectation was certainly there that you would. Having a high Cha character in the party could be a huge advantage because it would skew the dice such that most encounters would be neutral or even friendly. Certainly the DM is not supposed to pre-define the encounter in these cases but is just as much in the dark about how the encounter will play out before the encounter begins as the players are. If there were no story elements in the game, why would you bother having non-adversarial encounters? Doesn't make much sense in the absence of story to have friendly encounter after friendly encounter.
Exhibit G - Fudging. The DM in the 1e DMG, is specifically advised to ignore rolls that don't make sense in context and to fudge rolls to make the game more interesting. Ie - the DM is supposed to have a story in mind and is advised to ignore the dice when convenient.
Well, there's my evidence. I think I've sufficiently proven that there are a number of story elements in AD&D and earlier RPG's. [MENTION=42582]pemerton[/MENTION] has nicely outlined one from Traveler as well. Granted, these are pretty primitive mechanics. Designers hadn't quite gotten the idea of sharing the authority out to the players quite yet, but, you can easily see the beginnings of it from the outset.
I obviously disagree.

Exhibit A - The Paladin. Brought into the game during OD&D, certainly it's old enough to count as part of the early RPG. The paladin, at least by AD&D, had a Paladin's mount mechanic. When I take a paladin character, at 5th level or higher, I can quest for a mount. IOW, I, the player, am telling the DM, "Hey, I'm 5th level now, the rules say you have to make a quest for me to go out and get my mount." I've added elements to the game world that did not exist before. This is largely a player resource, since a character has no idea that he's 5th level does he? There's no conception that my paladin says, "Well, heck, I just killed that orc, so, now I feel ready to get my divinely inspired horse." It's pure meta-level story gaming.
Exhibit B - Training. In AD&D, if your character did not behave in a proscribed manner, you were forced to spend more money and time training. There was very little in the way of justification for it - a fighter that runs away has to spend 2-4 times as long training? Why? If you acted against archetype, you were punished. Very much story elements in the game.
Exhibit C - Alignment. In AD&D, if you acted against your stated alignment, you could actually change your alignment and you would lose a level. Very much a punishment for not acting according to archetype. So long as you stayed within your chosen archetype, you would not be punished. Enforced play through punishments in order to create a particular kind of story. Sounds like a story element to me. Why have alignment in a game with no story? After all, you don't need alignment in Chess or Monopoly. Why is it required in an RPG?
Exhibit D - Utility spells. What justification in the game world is there for clerics to have Find Traps or Water Breathing? Water walking? Ok, fair enough, I can see where that one comes from. Lower Water? Ok, no problem. Judaeo-Christian stories borrowed into the game. No worries. But Silence 15' Radius? Doesn't sound too divine to me. Why is Create Water a 1st level spell? The choice of spell levels and the spell lists themselves are all based on developing a particular story. It's not about a "game world" or "in game reality" but about the utility at that level to the party of adventurers who are presumed to be delving into a dungeon at that particular level.
Exhibit E - The monk and the druid. By choosing either of these classes, I have just added either a monastic or druidic order to the DM's game world. There has to be one because, at higher levels, I have to fight my way through to gain a level. I cannot choose these classes without having that larger order in the game world. The DM can either veto the choice at the outset - thus obviating the need for an order of some kind, or, he has to create that order at the behest of the player.
Exhibit F - Reaction Tables. These are not based on the in-game reality but on pure story creation. They dictate how this encounter is going to play out. You are supposed to roll that reaction every single time the party encounters some new group of NPC's. The DM then follows that reaction and creates the particular scenario. The DM could be all geared up for a fight, but the dice tell him that the NPC's are non-hostile and the DM is expected to follow that. Now, many DM's didn't, but the expectation was certainly there that you would. Having a high Cha character in the party could be a huge advantage because it would skew the dice such that most encounters would be neutral or even friendly. Certainly the DM is not supposed to pre-define the encounter in these cases but is just as much in the dark about how the encounter will play out before the encounter begins as the players are. If there were no story elements in the game, why would you bother having non-adversarial encounters? Doesn't make much sense in the absence of story to have friendly encounter after friendly encounter.
Exhibit G - Fudging. The DM in the 1e DMG, is specifically advised to ignore rolls that don't make sense in context and to fudge rolls to make the game more interesting. Ie - the DM is supposed to have a story in mind and is advised to ignore the dice when convenient.
Well, there's my evidence. I think I've sufficiently proven that there are a number of story elements in AD&D and earlier RPG's. [MENTION=42582]pemerton[/MENTION] has nicely outlined one from Traveler as well. Granted, these are pretty primitive mechanics. Designers hadn't quite gotten the idea of sharing the authority out to the players quite yet, but, you can easily see the beginnings of it from the outset.