I cut my teeth on 1E, so I have extraordinarily fond memories of it. I've looked back on it, and with better knowledge of the history of the game I've come to understand it a lot better. I will say that like most editions, it suffered from the lower quality of the later books (UA, DSG, and WSG were all trash).
One of the biggest things that would throw modern gamers is the fact that the rules of how to play the game are not located in the PHB. It only contains rules on how to build a character, and what specific abilities you have (about half the book is just spells). This had the interesting effect of preventing players from arguing about the rules, since they didn't know what they were (unless they'd actually read the DMG, which quite a few did). It was more about players saying "I'm doing [x]," rather than "I roll [x]," which is extremely common for modern gamers, despite 5E specifically stating that only the DM can call for a roll. It also made the game really exciting, because you really didn't know what might possibly happen.
The real downside of the game is the complexity, with charts galore to modify and determine results. IME a huge number of these (like weapon modifier) were quickly discarded, either because no one understood them, or they were just too much of a pain in the butt. I never understood why, until I learned the history of its wargaming roots, which had these same kind of rules. The eventual elimination of most of these over the editions greatly improved the game.
Another interesting aspect of the game, which could vary from table to table, is the fact that role-playing initially wasn't really about the social aspect of the game, but was more like a CRPG. Part of this was again a carryover from the wargaming past, another from the youth of many groups. Some groups, like those of Dave Arnson and those who grew from his games, were ahead of the curve, focusing on personalities of characters.
Overall I feel there are quite a few aspects of the game that I'm sorry to see gone. Resurrection chance and limited resurrections makes the fear of death significant. Non-linear ability benefits make the individual values more important, but only at the farther ends of the spectrum. The original multi-classing rules, where you truly were of two classes, rather than simply level dips. Finally, the massive charts in the DMG for random stuff, but fortunately those are mostly still usable in any edition
One of the biggest things that would throw modern gamers is the fact that the rules of how to play the game are not located in the PHB. It only contains rules on how to build a character, and what specific abilities you have (about half the book is just spells). This had the interesting effect of preventing players from arguing about the rules, since they didn't know what they were (unless they'd actually read the DMG, which quite a few did). It was more about players saying "I'm doing [x]," rather than "I roll [x]," which is extremely common for modern gamers, despite 5E specifically stating that only the DM can call for a roll. It also made the game really exciting, because you really didn't know what might possibly happen.
The real downside of the game is the complexity, with charts galore to modify and determine results. IME a huge number of these (like weapon modifier) were quickly discarded, either because no one understood them, or they were just too much of a pain in the butt. I never understood why, until I learned the history of its wargaming roots, which had these same kind of rules. The eventual elimination of most of these over the editions greatly improved the game.
Another interesting aspect of the game, which could vary from table to table, is the fact that role-playing initially wasn't really about the social aspect of the game, but was more like a CRPG. Part of this was again a carryover from the wargaming past, another from the youth of many groups. Some groups, like those of Dave Arnson and those who grew from his games, were ahead of the curve, focusing on personalities of characters.
Overall I feel there are quite a few aspects of the game that I'm sorry to see gone. Resurrection chance and limited resurrections makes the fear of death significant. Non-linear ability benefits make the individual values more important, but only at the farther ends of the spectrum. The original multi-classing rules, where you truly were of two classes, rather than simply level dips. Finally, the massive charts in the DMG for random stuff, but fortunately those are mostly still usable in any edition
