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Let's talk about the AD&D 1e Dungeon Master's Guide
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<blockquote data-quote="Dr Simon" data-source="post: 1839573" data-attributes="member: 21938"><p>The old DMG is a bit of a fun miscellany, really. A lot of the information, whilst comprehensive, really never made its way into my games in a useful fashion. I give you, for example, the article on insanity, the magical properties of herbs and gems (persented at opposite ends of the book!), the random prostitute table.</p><p></p><p>Some elements that are carried over to 3rd Ed. I prefer. I like the fantasy diseases like Filth Fever and The Shakes compared to the rather more medical version in the old DMG. I like the evocative poison names (Oil of Taggit) compared to Ingestive Type B. </p><p></p><p>In favour of the 1st Ed. DMG, I always found the illustrations quite evocative - the enigmatic Emirikol The Chaotic, for example (who found his way into a module of his own), and the party of adventurers whose exploits grace the footer of the Random Dungeon pages.</p><p></p><p>I also like some of the cross-over elements. If you want a wonderfully example of the difference between 1st and 3rd Ed., read the Sample Adventure transcripts - we go from having to talk like "Place the gemstone in your pouch, Good Cleric" to "Cool! I'll appraise it later". The latter version is more like gamers that I have known, but the former is kind of fun in an arch way. Said adventure transcript also, however, nicely highlights the difference between what is covered by the rules in 1st and 3rd Ed., and how much is DM handwaving. You may interpret this as being good or bad in your own fashion....</p><p>(The other neat little crossover is the illustration of an adventurer trapped in a room that is filling with water, whilst a skeleton rises to attack them. It's in both 1st and 3rd).</p><p></p><p>On a final note, I've found that the absolute best rule-book for giving advice on how to run games, is Amber DRPG - easy to read (without being simplistic), chock full of examples, great ideas for presentation, pacing, character development etc.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 1839573, member: 21938"] The old DMG is a bit of a fun miscellany, really. A lot of the information, whilst comprehensive, really never made its way into my games in a useful fashion. I give you, for example, the article on insanity, the magical properties of herbs and gems (persented at opposite ends of the book!), the random prostitute table. Some elements that are carried over to 3rd Ed. I prefer. I like the fantasy diseases like Filth Fever and The Shakes compared to the rather more medical version in the old DMG. I like the evocative poison names (Oil of Taggit) compared to Ingestive Type B. In favour of the 1st Ed. DMG, I always found the illustrations quite evocative - the enigmatic Emirikol The Chaotic, for example (who found his way into a module of his own), and the party of adventurers whose exploits grace the footer of the Random Dungeon pages. I also like some of the cross-over elements. If you want a wonderfully example of the difference between 1st and 3rd Ed., read the Sample Adventure transcripts - we go from having to talk like "Place the gemstone in your pouch, Good Cleric" to "Cool! I'll appraise it later". The latter version is more like gamers that I have known, but the former is kind of fun in an arch way. Said adventure transcript also, however, nicely highlights the difference between what is covered by the rules in 1st and 3rd Ed., and how much is DM handwaving. You may interpret this as being good or bad in your own fashion.... (The other neat little crossover is the illustration of an adventurer trapped in a room that is filling with water, whilst a skeleton rises to attack them. It's in both 1st and 3rd). On a final note, I've found that the absolute best rule-book for giving advice on how to run games, is Amber DRPG - easy to read (without being simplistic), chock full of examples, great ideas for presentation, pacing, character development etc. [/QUOTE]
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