So not only are these players not supposed to know about one of their class's abilities but if they ask about out of the blue, the logical assumption is that they looked at the "forbidden" DM-only material! At which point they need to be singled out to be screwed, unless they also take turns as a DM.
No, I don't think so.
The poison thing? It's one of those things which only makes sense in context, or if you get into the right headspace and think it through. If you were a 70s D&D player and/or have read a bunch of articles and zines from then, you'll know that the idea of player-wielded poisons was an ongoing discussion and recurring attempt at powergaming. Since poison from monsters normally killed the target on a failed save regardless of hit points, it was an obvious thing for players to try to get and use.
.....
So in this context, you can see that Gary's advice in the DMG was an attempt to slow the proliferation of poison use by not encouraging it, while assuming that OF COURSE smart or experienced players will wind up trying to use it. So he gives the DM rules for it with that expectation.
The logical assumption, at the time, was that the player would naturally be trying to get and use poison. As an Assassin especially, being the only class where using poison was called out as a "yes" on the armor and weapons permitted chart (PH page 19). So Gary expected that Assassin PCs would be trying to get their hands on and using poisons whenever they got the opportunity, and would naturally ask at higher levels about making their own.
Again, what's the point of creating a class feature you're supposed to not know about?
That "superior" players get rewarded by unlocking cool new abilities at higher levels, through cleverness and persistence. At least that was the idea. The design wasn't always good.
That's how I interpret the "any non-DM player" phrase at the beginning of the passage. I doubt Gary was so obtuse as to not take into account that some groups had DMs taking turns, especially as he co-DMed with Ron Kuntz.
Absolutely. Rare miss by Voadam, who's usually super reliable on these kinds of details. [tips hat]
Anyway, I'm okay with saying things like PCs can share spells, but they have to do so on their own initiative without any input from the DM. I'm less in agreement with keeping players in the dark for its own sake. But given the whole stream of consciousness style the 1e DMG was written in, I have to wonder if Gary was really thinking along the lines that some of us notice when we analyze it.
Yes, the 1E DMG is badly edited and a lot of it is written assuming context that later players missed. There are lots of examples. I remember Delta writing about how crappy and awkward
the disease rules, the
naval rules and the basic
overland travel rules in the DMG are, and writing about what a revelation it was when he finally read OD&D. Because the simpler, more playable and gameable original versions of those rules are THERE. And the AD&D versions are much more properly read as EXPANSIONS of and additional detail for those original systems. It was Gary's and TSR's failure to properly organize and write the AD&D 1E books which led to so many lacunae and wonky systems.
I don't think that the idea of restricting poison-making to high level and keeping it secret was a TERRIBLE idea. I think the implementation was maybe a bit off. 9th (Name) level IS a logical point to do it from the perspective of OD&D and AD&D. Name level is when a lot of the classes fully come into their powers and unlock capstone-type abilities, like making a stronghold, attracting followers, or being able to make magic items. But I imagine if I was running 1E by the books I might give the player at least SOME hint if they attempted study at a lower level- "Your skills are not sufficient to attempt this study". Or I might make a house rule that they could grasp the course of studies with an investment of the specified money and time and a 5% per character level chance of success (but guaranteed at 9th).