Just a note for those interested in doing some research on what happened during those days: there's a bunch of interviews with TSR staff (and Gary) in The Dragon issue #28. If you have a copy of the Dungeon Magazine Archive, or the actual issue in question, you may wish to look it up.
An excerpt:
Lawrence Schick
The Dungeon Masters Guide contains an enormous amount of information, more than in Players Handbook and Monster Manual put together... Here are the sections of the DMG that I consider of prime importance to the conduct and balance of the game:
* Acquisition and recovey of spells
* Combat and melee, including spell casting during melee
* Awarding of experience points and levels
* Rules and limitations on magical research, including fabrication of magic items
* Creating and controlling non-player characters
* Placement of treasure
* Alignment
Excessive tampering with any of these sections by DMs (except possibly alignment) or abuse by players could very easily cause serious imbalances in the game. Large alterations almost inevitably result in campaigns so weird as to be unrecognizable as AD&D. As it stands, all the core sections of AD&D hang together, one on the other, in a series of checks and balances. Innovations are best made slowly and carefully to determine their far-reaching effects on the whole of the game. The above sections are among the most essential.
It is also worth noting that Gary Gygax remarks that deities are essential to AD&D, and the revision of Gods, Demigods and Heroes will be necessary to the game. I'd have to say that Deities & Demigods (later Legends & Lore) never really entered any game I played in or saw as an essential part of the game...
Cheers!
An excerpt:
Lawrence Schick
The Dungeon Masters Guide contains an enormous amount of information, more than in Players Handbook and Monster Manual put together... Here are the sections of the DMG that I consider of prime importance to the conduct and balance of the game:
* Acquisition and recovey of spells
* Combat and melee, including spell casting during melee
* Awarding of experience points and levels
* Rules and limitations on magical research, including fabrication of magic items
* Creating and controlling non-player characters
* Placement of treasure
* Alignment
Excessive tampering with any of these sections by DMs (except possibly alignment) or abuse by players could very easily cause serious imbalances in the game. Large alterations almost inevitably result in campaigns so weird as to be unrecognizable as AD&D. As it stands, all the core sections of AD&D hang together, one on the other, in a series of checks and balances. Innovations are best made slowly and carefully to determine their far-reaching effects on the whole of the game. The above sections are among the most essential.
It is also worth noting that Gary Gygax remarks that deities are essential to AD&D, and the revision of Gods, Demigods and Heroes will be necessary to the game. I'd have to say that Deities & Demigods (later Legends & Lore) never really entered any game I played in or saw as an essential part of the game...
Cheers!