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First Edition Feel: Why Is This a Good Thing?

GMMichael

Guide of Modos
This is the strangest thing to me: using "first edition feel" as a selling point.

It's not just 5e. Retroclones, non-D&D games, and then there's this: http://blogofholding.com/dungeonrobber/
(which is, to be honest, a very gracious gift).

But the latter example illustrates my concern. When I think of a 1st ed game, there are the adventures and the rules. The adventures commonly employed inexplicably over-powered traps and monsters which didn't have a lot of reason built into them - resulting in a lot of paranoid PCs.

The rules were clunky at best. Attacks tables? Alignment languages? I won't ask about rule subsystems, because I doubt that there was a general system.

When I hear "first edition feel," the only good thing that comes to mind is the mystery of not knowing what D&D was, back when I discovered it. But to age myself, that original discovery was AD&D, not OD&D.

So does "first edition feel" mean "paranoia and tables?" Elves as a class? Why is this a good thing?
 

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Because tastes differ. The associations that you have with 1st Ed are not the same associations that some others have with it, and in any case where those associations are the same it doesn't mean that what you consider to be a negative will be considered a negative by someone else.
 


Here's a few of the things I liked about AD&D:

1) Success through clever player actions
2) Gary Gygax's writing style
3) Resolving social encounters without dice
4) No obsession with mechanical balance
5) Initiative system
6) Spell casting interruption
7) Fantasy elements based on 50s/60s/70s sensibilities rather than more recent one.
8) Lots of "ecology" type info in MM & Dragon Magazine
9) Random tables: potion miscibility, town encounters, etc
10) And yes, D&D as a new experience

AD&D is still my favorite edition, but 5E is a close second.
 

7) Fantasy elements based on 50s/60s/70s sensibilities rather than more recent one.

For me, this is a big one. A lot, though by no means all, of recent fantasy seems to revolve around the stories of one of more Big Damn Heroes on an epic quest to Save the World! Where Conan or Fafhrd and the Grey Mouser actually never saved the world, and tended to be much more... mercenary in their motivations.

One can, of course, run that sort of adventure for that sort of hero in any edition (or game), and it wouldn't necessarily give it "First Edition Feel". But it is notable how often modern adventures, and Adventure Paths, assume the PCs are BDH out to StW.
 

This is the strangest thing to me: using "first edition feel" as a selling point.

Read the 1e AD&D PH and DMG. Then read any other edition. Every other edition will be better organized and better edited and arguably better laid out. Every other edition will be more professional. But the 1e AD&D will have the highest grade reading level, the most archaic language, and the most entertaining writing. Arguably, even the basic books are written in a more elevated style than modern editions. The feel of the 1e books was as if they were ancient lore filled tomes. Gygax never assumed that his audience was aught else than largely college educated history buffs and war nerds much like himself. The modern books have the feel of rule books, and have the disadvantage of knowing that much of their audience is 12.

Probably the single thing for me that other editions have never quite captured was Gygaxian naturalism. Gygax described and was seeking to describe a vivid world that could be generated procedurally. There are reasons why the old monster manuals with their percent in lair, number appearing, and treasure tables still fascinate, and why the procedural dungeons in the appendix of the DMG still amaze. The older books read like guidebooks to some world beyond a magical portal. The newer books read like game books.

And there are reasons why the old modules still make the lists of best modules ever some 30 years later, and those reasons are not just nostalgia or what came first. I'd argue that early TSR existed in a brief window of time where pen and paper role playing game could attract the best talent in game design, game writing, level design, and art because the tools to develop sophisticated games had been invented but computer games hadn't yet matured to the point that they dominated the market for talent. It's very hard for any gaming company now to hold on to the sort of talent you'd need to out do early TSR because there is basically no money in PnP RPG's and computer games are like a trillion dollar industry. The entire PnP RPG industry is a labor of love.

When I was younger I used to dwell on the flaws of 1e AD&D. I, like so many others, dreamed of creating a better system. And over the years so many people tried and failed. Hit points, we were told and believed, were unrealistic and stupid. Now I hear that, and I can hardly stop from rolling out of my chair laughing. It reminds me of those stories about publishers turning down Harry Potter, or the maker's of mechanical calculators turning down the electronic calculator. Hit points have been one of the most wildly successful inventions of the last 100 years. They are incredibly pervasive because they work and work well. Vancian magic we're told is 'unrealistic', as if there was some sort of realistic set of rules for magic. And so on and so forth. There have been a lot of fantasy heartbreakers out there that were going to do it better, but mostly no one ever played them. That's not an accident. It's actually a very rare situation where the first to market remains the industry leader for any length of time. Being the first to market is often a disadvantage in business, because your competitor can then respond to your moves and your lessons learned when you went into the market in the blind with nothing more than a prototype. D&D got a lot more right than it got wrong.

The adventures commonly employed inexplicably over-powered traps and monsters which didn't have a lot of reason built into them - resulting in a lot of paranoid PCs.

There are of course many examples of bad design in older adventures. But what you call reason was in its lack experienced in play as the numinous wonder of magic. Magic didn't always have to make sense. The Voyages of Sinbad, the Grimm's Fairy Tales, and various the myths and legends that were the source material of both D&D and the pulp fiction it was most directly inspired by didn't always make sense. Why is it that cursed Princes forced to take the guise of animals also as part of the curse seem to gain fantastic magical power? Doesn't seem like a very effective curse if you think about it. But the point is that it is magic, and magic of a very raw, primal, and untamed sort. So if you go into a Gygaxian dungeon and find a tree where gems are growing on it as living fruits, and you have to opportunity to eat still warm and living raw rubies and gain a random magical effect - this doesn't necessarily make any sense at all - but it is the stuff of magic.

I won't ask about rule subsystems, because I doubt that there was a general system.

The universal system has been the dream of RPG game designers since the 1970's. And you know what? At this point I think we can definitively say it's like the alchemists dream of turning lead into gold. Even if you could do it, you wouldn't want to, because the cost is more than the reward. I now believe that disparate rule subsystems are inherently superior to unified systems. The reason for that is that different things you are simulating have different salient qualities, and as such inherently are better simulated by different abstractions. You can see this when we appraise different rule systems and talk about what each rule system does better than a different rule system. That's because each simulated focus of play has different needs in abstraction because each simulated task is in fact very different in the real world. Tactical skirmishes are different than chases which are different than investigations which are different than negotiations and so on and so forth. Sure, you can find commonality between them and use a common abstraction for each of them, but in doing so you tend to be diminishing the very things that make each situation unique and likewise diminishing the very things that make the simulation believable and engaging. The correct solution is disparate subsystems. Computer games figured that out long ago. Gygax clearly figured that out organically by the evolving process of play. Yet PnP designers continue to pursue unity of mechanics like the lost Seven Cities of Gold. They might as well be flat Earthers for all that they notice what's happening.

Fantasy has become a very incestuous genera that over the years is increasingly largely drawing on itself for inspiration. Everything ends up being self-referential. D&D's tropes are now largely drawn from D&D's past tropes. Video games largely draw from other video games. It's created a sort of mythology of its own that is shared across all of nerddom - consensus fantasy. But ultimately, all of that consensus is set by 1e D&D and the world it created, and it's D&D that is both the root source of most modern fantasy and the bridge between modern fantasy and the older sources of myth - Tolkien and his inspirations, raw pulp fantasy fiction like Howard's Conan and Burrough's Tarzan and John Carter, and the vast body of ancient world myth and legend. That nearness to something ancient and resonant is part of '1e feel', especially for those of us that didn't grow up exclusively on post-D&D fantasy.
 
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Here's a few of the things I liked about AD&D:

1) Success through clever player actions
2) Gary Gygax's writing style
3) Resolving social encounters without dice
4) No obsession with mechanical balance
5) Initiative system
6) Spell casting interruption
7) Fantasy elements based on 50s/60s/70s sensibilities rather than more recent one.
8) Lots of "ecology" type info in MM & Dragon Magazine
9) Random tables: potion miscibility, town encounters, etc
10) And yes, D&D as a new experience

There's also:

11) Magical gear serves as a reward, not merely the latest power-up
12) Loot serves as a reward to fuel unspecified PC ambitions rather than fuel the next rationed power-up

Keep in mind this is coming from a player and DM who is a big fan of 3e and Pathfinder:

In my experience, the wealth-by-level tables and magic item economy in 3e was the biggest major change to the D&D system and not in a totally positive way. It had the potential to completely transform how players played the game as well as the power relationships in a party. I find it hard to find a messageboard thread bickering about game balance in which the magic item system isn't part and parcel of the problem (even if nobody explicitly brings it up). It's just that too many games use it in a way I think is dysfunctional for their intended outcome - playing a D&D game. It's entirely possible to play a 3e or PF game in a 1e-inspired way and it works quite well. You just have to treat the game like a toolkit, using or avoiding use of tools judiciously, particularly when looking at magic items and use of the magic item economy.

5e takes the nice (in my opinion) steps of cutting though a lot of that and I'm enjoying that aspect of it immensely.
 


So does "first edition feel" mean "paranoia and tables?" Elves as a class? Why is this a good thing?
I suspect, it mostly means nostalgia. I remember some game sessions very fondly, but when I look at the adventure modules we played back then - I wouldn't touch them with a ten foot pole. Unfortunately, there are some things you can never recreate, e.g. how incredibly naive we were: entering a dungeon without any light sources, for example... I sometimes glimpse a shadow of what it was like in the golden days of early D&D when someone new to roleplaying joins our group.

I recently started playing through the Lone Wolf gamebooks again. Ah, the memories! These books (or rather the Fighting Fantasy books - 'the wizards of firetop mountain') got me started on my road to roleplaying games. They're not as great as they were back then, but it's still fun.
 


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