MerricB said:
Just looking at your examples, I think we need to distinguish between:
* Magic was more mysterious, and
* Magic was more random.
Random doesn't mean mysterious.
Nice try. I think we need to go ahead and define 'mystery'. What is a 'mystery'? What gives things the quality of being 'mysterious'?
The dictionary defines mystery as:
1) anything that is kept secret or remains unexplained or unknown
2) any affair, thing, or person that presents features or qualities so obscure as to arouse curiosity or speculation
4) obscure, puzzling, or mysterious quality or character
There are alot of other ones, but I think we can see and agree that the quality of mystery is the quality of being 'unknown'.
Now, it is true that randomness is not in and of itself a synonym for mystery. We roll a dice. The result is something between 1 and 6. There is nothing mysterious about that. We roll two dice. The number is between 2 and 12. There is nothing mysterious about that. We make a bet on a seven. The dice are thrown. They are tumbling in the air.
We don't know how things are going to turn out. Because the outcome of the dice throw is random, we don't know if we are going to win the bet or not. The future is unknown to us. So, after the dice are thrown, if we know the rules there is no mystery. But before the dice are thrown it is a totally different story whether we know the rules or not. And in general, humans love things where the outcome is not known in advance. We watch (and bet) on sporting games because of the intriguing, mysterious, random factor that lets little teams upset the bigger teams and underdogs become champions.
So, no, mystery is not the same as randomness. But randomness does contribute to a things mysteriousness because it contributes to a things unknowability.
To a large extent, I think the 'the game has never been mysterious' crowd are moving the goal posts. In earlier arguments, it was advanced that random tables were not mysterious because they had a finite range of 'predictable' results. I think that stretches the notion of what the word 'predictable' beyond recognition, but never mind. It's isn't necessary to prove that random tables are unpredictable to make the argument, although it would be nice if it went without saying. The implication of this supposed counter argument is that if the table were infinitely random (and hense infinitely long), then it would be truly mysterious because it would be completely unknowable. But I'm not worried about proving that something is completely mysterious, only that one thing is more mysterious than something else. Surely if it follows that a thing becomes completely mysterious if there are infinite random results, then a thing merely become more mysterious if it becomes more random. Why? Because, as I said, the outcome becomes less knowable.
Additionally, the examples I provided didn't depend on randomness alone. I provided examples of other types of 'unknowns' as well.
The play-style where players don't have access to the DMG does promote the mysteriousness of magic items; it is encouraged more in 1e than 3e, but, as demonstrated by many people over the years, a lot of players read the DMG (for one reason or another).
In the 1st edition DMG, the abilities of the listed artifacts were considered so important to keep secret that they weren't even included or published - merely some guidelines on the items relative power and how to make something like an artifact appropriately unknowable. So, 1st edition even went so far as to leave secrets that could not be known even to someone that read the rule book, which shows EGG had thought a time or three about this.
I don't see what that has to do with your argument. "Put on a cloak of poisonousness and die" is hardly mysterious.
In a word, 'numinous' - mystery that surpasses comprehension and provokes awe and terror. When an object breaks 'the rules', it implies that anything is possible. It implies that even if you know how things work, that sometimes they just won't work that way. "What do you mean? Don't I get a saving throw?" The cloak of poisonousness is an item that creates mystery
after you find out its existence. A PC who doesn't understand that mystery is part of the fun sneaks a peek at the secrets of the fabled DMG. He stumbles upon an entry for something like a 'cloak of poisonousness' and beholds its dread unfair power. All bets are off. The DM can do anything, and any innocous action can lead to consequences of any degree.
We can see this in action in first edition modules, especially those created by EGG. Random and unique things would happen in response to drinking from a fountain, touching an altar, stepping through an archway, putting your hand on a column. The existance of items like the 'cloak of poisonousness' implies that there is no actual limitations on the effects of magical items. They can do anything that the DM wants them to do. "You open the book and your face melts off." Again, you can argue that this isn't healthy for the game, but I don't think you can reasonably argue that this doesn't increase the mystery experienced playing the game because the player is forced to consider the fact that the possibilities are not constrained to those in his common experience of the rules.