This part makes sense to me.It also had enough inconsistencies that it was clear there was no "best play experience" from rules-as-written. We felt very free to tinker with the system and to play it in our own way, dispensing with things we didn't like.
This bit surprises me; I read Gary as extremely prescriptive in many parts of the 1E PH and DMG. He definitely says you can and should customize the rules once you understand them, but he also spells out best practices and modifications to OD&D play procedures and expectations in a very opinionated way, like how he gets really negative about monster PCs in contrast to how he was encouraging of them in 1974 OD&D. He tells us over and over again what a "well planned" and "well judged campaign" looks like and how it should be run. Sometimes in all caps, like when he tells us that when you have an open world game with different PCs operating independently, that "YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT."I think - at least for the groups I've played in - one of the reasons it worked was that it wasn't very prescriptive about the kind of play it was trying to produce.
So…actual AD&D 1e with the original rulebooks.
Never played it, wouldn’t ever try to. I had the rulebooks. I wouldn’t be able to figure out how to navigate those books enough to put together a coherent game - because the rules themselves are not laid out coherently.
And I can totally read the 1e PHB with that grimoire mindset! That’s fine! It accomplished that! It might even have given 10 year old me the false confidence to think I could’ve actually played it! But 50 year old me can read that book now, still appreciate what it says but have the wisdom to realize this isn’t a rule book for a game. It’s a manifesto in a way. Other people have done what had to be the hard, HARD work of making that book into an actual playable game.I've argued before that while 1e is not an example of, um, great design in terms of rules accessibility ...
...there is something to be said about function following form.
Hear me out - the books themselves were ... they were librams, grimoires, TOMES that forced the reader to think of D&D not just as a game with rules, but as a gateway to a different and magical place. The dense verbiage, the archaic language, the weird asides (perforce, the antithesis of weal!) ... the act of acquiring the rules almost forced the reader into the mindset of the game itself.
....I mean, like a lot of what I say, it makes more sense the less you think about, amirite?
This part makes sense to me.
This bit surprises me; I read Gary as extremely prescriptive in many parts of the 1E PH and DMG. He definitely says you can and should customize the rules once you understand them, but he also spells out best practices and modifications to OD&D play procedures and expectations in a very opinionated way, like how he gets really negative about monster PCs in contrast to how he was encouraging of them in 1974 OD&D. He tells us over and over again what a "well planned" and "well judged campaign" looks like and how it should be run. Sometimes in all caps, like when he tells us that when you have an open world game with different PCs operating independently, that "YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT."
This is in strong contrast to, particularly, 2nd ed. Which goes out of its way over and over to say "you could run it this way, or that way, whichever the DM prefers".
While I'm sure that there were tables that did use all the rules of 1e out there, I've never met one. My table certainly didn't.Played it. Loved it. We did NOT use all the rules.
While I'm sure that there were tables that did use all the rules of 1e out there, I've never met one. My table certainly didn't.
There are two things going on, particularly in the 1e AD&D DMG.
One, Gygax gives some of the strongest examples of play and descriptions of play in any rulebook ever written. That passage with the party investigating a dungeon that ends in one of them getting randomly eaten by a ghoul with little chance of survival is not only believable from the rules, but actually highlighting what might otherwise be considered (or would be considered a problem in the rules). Gygax is admitting very openly based on experience what the rules are designed to do and showing a GM how to apply them, and that experience includes your character being devoured by ghouls. It's almost a horror game, but that example of play is super intriguing and interesting, and honestly the sort of thing that a whole lot more games should be striving to include in their rulebooks. Games like Vampire: The Masquerade, Mouseguard, FATE Corp, Dungeon World, Monsters and Other Childish Things, even Ironsworn have comparatively terrible examples of play because they feature things that are quite clearly cherry picked and evolved no real application of the rules or the dice or the likely course of play in a social group. Every game designer should be studying the example of play in the DMG.
And two, Gygax describes standards of good GMing that prevail at his table, and they are very specific to his table without Gygax really making any indication or acknowledgement that his table is pretty abnormal and what is necessary for his game is probably not necessary and even counterproductive to four or five friends playing together. It becomes really clear to me in retrospect after getting a lot of experience as a GM that it's not that Gygax's advice about GMing is dysfunctional and overtly hostile to players, but rather it's advice from one experienced GM to another GM on the assumption that GM has 12 or more players weekly not all of whom can be expected to show up every night and not all of whom are close friends of the GM. Once you understand that, then Gygax's comments on how to be a good GM become quite reasonable and indeed very insightful and worth following.
OK, that might be how a modern adult with the benefit of hindsight views Gygax, but I don't think the 15-year-olds I was playing 1e with were that profound.![]()
We definitely were not peeling back layers of the onion that is Gary. I wish, but we were just picking and choosing from among his many contradictory gems to find the ones we would base our worldview of the game on.