I think most people played 1E like advanced B/X. Pick class and races roll d6 for initiative go.
Luke really should stream some of his games cause I don't the spirit of ADnD can be expressed in text.
I think you're being way too dismissive of what he actually said.
When I played D&D, because the rulebooks are so opaque, a large part of the game was rife was subsystems, idiosyncratic approaches to microcosms of encounters, and exploring the game was about exploring these subsystems. This ladder required a save vs. petrification to descend due to moisture in the air, that ladder required Wisdom checks every 20' to ascend because of the fear of heights. Sometimes you would find a gem of a ruling tucked away in the corners of a book, and knowing when to apply that ruling was an "aha" moment that brings a certain sense of satisfaction. Other times an adventure would contain marvelous mini-games that brought challenge and uniqueness to each scenario. 1e was rife with rules and systems like that due to its very nature.
In my mind, D&D gradually moved away from the arbitrariness that 1e required, and 3e finally codified everything in a unified system. Whereas in 1e a Death Dog might do 1-10 per attack "just because", maybe because the designers wanted it to be really freaking deadly, in 3e it would just do 1-6 because medium creatures do 1d6 with a bite attack. Things became much more formulaic and, in the process, may have lost some of the charm of the earlier systems. But unquestionably the game lost the aspect of rules exploration that was so prevalent for me and my friends, and that was always something I enjoyed. It's a pleasure all its own that is hard to replicate in any other way.
1e didn't use THAC0. If he'd had to cope with THAC0, the whole experience would have been torpedoed.
I'm sorry, that's not merely 'muddied.' The 1e attack matrixes and 2e's THAC0 were quite different. I recall the DMG appendix with compressed monster statistics, but never seeing the abbreviation, and THAC0 wasn't just an abbreviation in 2e, it was a methodology that gave different results from the 1e attack matrixes.Yes it was muddied by repeating numbers in the tables, but they were rarely seen in practice, as few DMs would throw AC-6 monsters at low level PCs!
As I said, a rules system can either support or detract from the archetypal stories that are being told. But I would say it's not the rules that are the crux of the experience.
Maybe I used too many words. The rules themselves are the crux of the experience.
No, you didn't. I'll tell you if you've used too many words. Having played AD&D 1e as well, I just happen to disagree.
Ah, I see, then I didn't clearly understand. I suppose the literal interpretation of his words matches my play experience pretty well, which is why I think that's what he actually meant. At the end of the day, though, we're both just interpreting what he said.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.