Dungeons & Dragons 3-Volume Set
Originally published January, 1974
Version being read and reviewed: Original Dungeons & Dragons RPG - Original Edition Premium Reprint (November 2013)
Book 3: The Underworld & Wilderness Adventures
"Rules for Fantastic Medieval Wargames: Campaigns Playable with Paper and Pencil and Miniature Figures" by Gary Gygax & Dave Arneson
This one starts off a little odd, at least in comparison to later guides for DM's designing their own adventures. Dungeon building is handled first by means of an example, along with anecdotes from Castle Greyhawk (it apparently had a bowling alley for 20' tall giants). The example dungeon has a lot of what we might call "gotcha" tricks nowadays, with a lot of shifting walls and changing rooms designed to challenge (or frustrate) the group's mapper.
Yes, what is today derided as "gotcha" tricks were the norm for most of D&D until about 3E or so. It was part of the mindset that you the player had to figure out how to get around the problems, not just the character. A high Int or Wis might get you a hint, but that was pretty much it. During this era, exploration was the primary pillar of D&D, not combat or role-playing.
Most campaigns were based around a single dungeon, which the players spent many, many sessions exploring. The titles seemed like a carry over from Chainmail to quickly determine the power of the character/unit.It seems that the assumption back then was that players would delve into the same dungeon numerous times. The booklet gives advice about revising and restocking dungeon levels between excursions to keep things from getting boring. Another interesting tidbit - the wandering monster tables include level titles from the character classes. So, a superhero (the title for a Level 8 Fighter) appears with trolls, minotaurs, and wyverns on the 5th level dungeon wandering monster table.
I played this way for almost a decade, until I met a different group in college that was more... chaotic in nature. Remember, the primary pillar was exploration, and the easiest way to speed this up was for the party to elect a caller. This role nowadays might be referred to as "party leader" or "captain." A player could always disagree with the caller, especially about having their character take an action, but it didn't happen too often.The example of play makes me twitch as it seems the caller (the player designated to make decisions for the group and inform the DM), seems to be running the show with nary a peep from the other players, even dictating the actions of their characters. Was the game really played like that back then? I've never seen or heard of such a thing.
The assumption was that the world was not built for the PCs, but the PCs for the world. My own concern was for the inconsistency of this philosophy regarding dungeons (which had monsters only appear on appropriate levels). It was also, IME, a reason to keep the players from wanting to push beyond the original dungeon, because it was much harder to prepare for.The rules for wilderness adventuring consist of discussions of the types of castles and stronghold members of each character class are likely to possess and wandering monsters found in the wilderness. The world outside the dungeon is a very unforgiving place it seems since the tables don't make any distinction based on level. Your 1st level characters are just as likely to run into a dragon as your 10th level characters. There's another offhand reference to the work of Edgar Rice Burroughs with the wandering monsters table for deserts indicating that it can also be used for Mars.