Top Ten Reasons AD&D Is Fun

Reynard

aka Ian Eller
1) Gygaxian Prose: While not strictly an element of play, EGG's writing style, particularly in the DMG, is full of character and evokes a certain kind of game. Far from being mere rule manuals, the AD&D books are a *discussion* about what makes a great AD&D game.

2) An evolution, not revolution: AD&D grew out of years of OD&D, with real life play and Dragon Magazine articles informing the design. And while the core books have a single author, its obvious that everyone EGG played with and much of what was created in Dragon informed his design. Even many of the arguments (slow burn flame wars in the Forum) that occurred at the time get addressed in the core books, with many why's and wherefore's regarding the design.

3) Layers of Rules: Tastes vary on how "fiddly" a game should be in play. AD&D has a lot of complex rules, but almost all of them can be ignored for expediency or fun, largely due to the modular nature of the design. Some find weapon types vs armor class too much book keeping that slows down play, for example. it is easily ignored. However, it's there and has a real effect on play if it isn't ignored. Many systems in the game are like this, from encumbrance to the probability of contracting disease.

4) Treasure=XP: It is often stated that D&D is about killing things and taking their stuff. The treasure as XP paradigm of AD&D brings this sharply into focus. In it there exists a mechanical game element designed to direct players toward the design goal of the game. With the inclusion of rules regarding the difficulty of encounters versus the XP reward for treasure acquired, players are motivated to engage more difficult foes to gain greater rewards. But the relatively low XP value of the monsters means that killing everything that rears its head is unnecessary: the real focus is the taking of stuff, not the killing of things. Players are rewarded in this way for using trickery and good planning to get the treasure, not necessarily leaping immediately into the fray.

5) Lower hit points: The low number of hit points for both heroes and monsters in AD&D, relative to other editions, makes fights fast and deadly. In the former case, it keeps the action flowing, and as to the latter it promotes good tactics and smart play.

6) Uncertainty: Random encounters. Random hit points. Random treasure. There's a lot of random elements in AD&D, all taken together amount to a degree of uncertainty that keeps the game fresh even for the true veteran. Even the DM is granted this benefit: between the unexpected things players are wont to do and the results of random roles in play, the DM can never be certain of what a session, and adventure or a whole campaign will be like.

7) The Simulation-Game Tightrope: While EGG states AD&D isn't a simulation in the introduction to the DMG, the game is chock full of what we'd call "simulationist" elements, ranging from monster frequency to castle construction costs to rules for disease. At the same time, there's a great deal of material built specifically for the "gamist" experience of play, largely informed by the wargaming roots. Combine these two and AD&D allows us to play a game that creates a world.

8) Forward Compatibility: Most of the "D&D-isms" we know and love were developed during the 1E days. These tropes and cliches permeate most every edition of the game that followed. Combined with AD&D relatively simple mechanics, "backward engineering" of material from BECMI, 2nd Edition and 3rd Edition is mostly easy, providing the modern AD&D group near limitless resources for their game. From kits to Eberron, those things that followed AD&D's legacies invariably provide the AD&D gamer with more for their AD&D game.

9) The Fan Community: Folks that still play AD&D are passionate about it. they have to be: there game of choice has been out of print for decades. As such, they create resources, communities and play events -- whether online, at conventions or in their hometowns -- that add to the game and the experience of playing it.

10) The OGL and OSRIC: And now, with the OGL and OSRIC, fan made APA style materials are not the limit to what new material is available for the AD&D game. Many professionals and semi-professionals have picked up the torch and carried on, giving AD&D gamers fresh adventures, supplements and other resources, making the game new again.
 
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Well, I could number 10 reasons I find AD&D the edition I like least... too much restritions for my taste. Having started with GURPS AD&D was a shock... =/

The funniest AD&D moments I had was on Black Isle's and Bioware's games :)
 



Strangely, i´m suddenly thinking about that guy in Fallout 3 who´s telling you all the time how great the Enclave really is.

Anyway, i´m happy you found an edition that is fun.
 

I;m grateful for this post as I would have never known of the existance of OSRIC had I not happened upon it.

Looks like some interesting reading...
 

I reckon someone's spoiling for a fight.

Why? I didn't say 1E was better than [insert your favorite edition here]. Nor did I say "1E roxxorzz!!!" with no qualification for the statement.

If one were to view the post in the least conspiratorial light, one might surmise I am "spoiling for a conversation."
 

#4

Why? I didn't say 1E was better than [insert your favorite edition here]. Nor did I say "1E roxxorzz!!!" with no qualification for the statement.

If one were to view the post in the least conspiratorial light, one might surmise I am "spoiling for a conversation."

While I don't agree with the overall point, I will say the #4 is dead on treasure = XP was great and I think it stinks that most people hate that.

But, what a perfect way to reward creative play. Get creative get the treasure without a knockdown fight, you get your xp.

I always base XP on the treasure not the monster xp now.

RK
 

While I don't agree with the overall point, I will say the #4 is dead on treasure = XP was great and I think it stinks that most people hate that.

But, what a perfect way to reward creative play. Get creative get the treasure without a knockdown fight, you get your xp.

I always base XP on the treasure not the monster xp now.

RK

The other nice aspect of that is PCs get rather creative in trying to get every last coppers worth of "treasure" out of the dungeon -- doorknobs, silverwear, the whole shebang. Not only can this be highly entertaining, but it gives the DM an opportunity to get creative with his treasure distribution -- you don't necesarily need huge piles of coins* when you can include a valuable art object or even gold encrusted throne.

* Although I have on occassion, just for fun, converted very large gold piece hordes to copper just to see how the PCs go about collecting it all. It's hard enough to get 10,000 gold out of a dungeon -- 200,000 copper is a comdey of errors waiting to happen.
 

One of my top-ten things about 1e is the slowdown in advancement that occurs when ExP-for-g.p. gets dropped.

In other words, I agree with 9 out of 10 on your list. :)

Lanefan
 

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