Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
The glory of OD&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Garnfellow" data-source="post: 3012571" data-attributes="member: 1223"><p>This used to drive me crazy. I know there's a line in the introduction to the DMG that invites DMs to make the game their own, but reading the Sorcerer's Scroll articles from this period, you come away with a very different impression altogether: if you aren't playing the rules exactly as they are written, you aren't playing "official AD&D." (And anything not official is almost certainly inferior, because no DM at home has as much experience as Gary Gygax, the man who invented the game.)</p><p></p><p>AD&D 1st edition was a great system, but it had plenty of legitimate and troublesome bugs. Unarmed combat, for example. But the official TSR line at the time revolved around this weird "Gygaxian infallibility" principle: rather than admit a rule was problematic, we would get some convoluted rationalization why the rule was perfectly fine. And if you didn’t buy this rationale? Well, you didn’t invent D&D, did you, so you must not know what you’re talking about.</p><p></p><p>I really hated the hypocrisy and wrong-headedness of this position. (I don't think I've actually used the word “hypocrisy” since high school.) </p><p></p><p>An important part of Dragon Magazine's mission was to present variant rules, and every month you would open up a new issue and get some get some fantastic new unofficial rules. And these new rules would often appear right next to the latest Sorcerer’s Scroll article railing against the abomination of variant rules. Even though it was well known that Gary himself actually ignored the rules much of the time and was reputedly a great improviser at the table. </p><p></p><p>Here’s an example: There’s a Sorcerer’s Scroll article that utterly lambastes the very notion of weapon specialization in AD&D as a preposterous idea! That is, preposterous until Gary and Len Lakofka introduced the concept in a later Sorcerer’s Scroll article.</p><p></p><p>As time went on, I found myself increasingly on the outside of “Official AD&D” looking in, and I was getting worn down by editorials from the AD&D dogmatists telling me my game was somehow wrong. I didn’t have a crazy set of variants -- no 50th level dwarf paladins, no umber hulk PCS. I had just picked up a few nice house rules here and there based on some Dragon Magazine articles, and found myself increasingly at odds with many of the new rules Gary was bringing into the game. I hated much of Unearthed Arcana, for example -- the new spells were great, but I thought most of the new races and classes were out-and-out broken or badly implemented. </p><p></p><p>I was actually about to jump ship to GURPS when Gary left TSR, and that kept me playing AD&D for a few more years. I understand what Gary was trying to do by banging and banging on the “Official AD&D” drum: he wanted a standardized ruleset to facilitate tournament play, and wanted to distinguish AD&D from BD&D (which was supposed to be the “anything goes” cousin.)</p><p></p><p>I just think TSR’s approach at the time was ham-handed and off-putting. I know plenty of other DMs from this period that were really turned off by the “If It’s Not Official AD&D (tm) Sanctioned Material, It’s Crap!” party line. I suspect this is a huge reason why second edition AD&D took a completely different approach to design by having a loose core rulset with a galaxy of optional add-ons.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 3012571, member: 1223"] This used to drive me crazy. I know there's a line in the introduction to the DMG that invites DMs to make the game their own, but reading the Sorcerer's Scroll articles from this period, you come away with a very different impression altogether: if you aren't playing the rules exactly as they are written, you aren't playing "official AD&D." (And anything not official is almost certainly inferior, because no DM at home has as much experience as Gary Gygax, the man who invented the game.) AD&D 1st edition was a great system, but it had plenty of legitimate and troublesome bugs. Unarmed combat, for example. But the official TSR line at the time revolved around this weird "Gygaxian infallibility" principle: rather than admit a rule was problematic, we would get some convoluted rationalization why the rule was perfectly fine. And if you didn’t buy this rationale? Well, you didn’t invent D&D, did you, so you must not know what you’re talking about. I really hated the hypocrisy and wrong-headedness of this position. (I don't think I've actually used the word “hypocrisy” since high school.) An important part of Dragon Magazine's mission was to present variant rules, and every month you would open up a new issue and get some get some fantastic new unofficial rules. And these new rules would often appear right next to the latest Sorcerer’s Scroll article railing against the abomination of variant rules. Even though it was well known that Gary himself actually ignored the rules much of the time and was reputedly a great improviser at the table. Here’s an example: There’s a Sorcerer’s Scroll article that utterly lambastes the very notion of weapon specialization in AD&D as a preposterous idea! That is, preposterous until Gary and Len Lakofka introduced the concept in a later Sorcerer’s Scroll article. As time went on, I found myself increasingly on the outside of “Official AD&D” looking in, and I was getting worn down by editorials from the AD&D dogmatists telling me my game was somehow wrong. I didn’t have a crazy set of variants -- no 50th level dwarf paladins, no umber hulk PCS. I had just picked up a few nice house rules here and there based on some Dragon Magazine articles, and found myself increasingly at odds with many of the new rules Gary was bringing into the game. I hated much of Unearthed Arcana, for example -- the new spells were great, but I thought most of the new races and classes were out-and-out broken or badly implemented. I was actually about to jump ship to GURPS when Gary left TSR, and that kept me playing AD&D for a few more years. I understand what Gary was trying to do by banging and banging on the “Official AD&D” drum: he wanted a standardized ruleset to facilitate tournament play, and wanted to distinguish AD&D from BD&D (which was supposed to be the “anything goes” cousin.) I just think TSR’s approach at the time was ham-handed and off-putting. I know plenty of other DMs from this period that were really turned off by the “If It’s Not Official AD&D (tm) Sanctioned Material, It’s Crap!” party line. I suspect this is a huge reason why second edition AD&D took a completely different approach to design by having a loose core rulset with a galaxy of optional add-ons. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The glory of OD&D
Top