Krensky
First Post
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.
Uh huh. Whatever floats your boat. Personally, I want straightforward and clear text in the rule books. Save the prose and flavor for setting guides.
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.
What does that have to do with the fun quotient?
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.
This is the case in other editions and other games, however they don't have the head scratching completely disparate systems and mechanics that 1e had. I tend to view having to memorize a dozen different ways of handling things as unfun.
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.
Which leads to looting every corpse, room, chest, or whatever that the players encounter. In extreme cases, this leads to scraping gold leaf from gilded architectural features and debating the resale value of baby animals as pets or parts. I prefer systems where experience is awarded for doing things, overcoming challenges (through commbat, diplomacy, stealth, or whatever) and accomplishing goals and objectives.
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.
Honestly, I've never had issues with this one way or the other, but I long ago determined my games must be well outside the norm since I've never had issues with any of the classical problems with 3/3.5.
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.
If you like that, fine. I tend to find random results to be more useful as tools when I'm at a loss or don't care about the outcome. My table and I (whichever side of the screen I am on at the time) prefer consistency and verisimilitude of randomness in a game that isn't being run with Toon!
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.
Meh. This assumes you buy into that view of game design.
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.
I can and have converted 1e and 2e stuff into 3e, and am confidnet I could fake something from 4e if I really had to.
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.
Any game or edition has this. What does this have to do with your argument?
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.
3/3.5 is in the same boat now. How does this make 1e more or less fun then any other edition?
These are aall reason why you (and possibly your table) finds 1e more fun then another edition. Perssonally, a number of them are reasons why my table findes 1e/OSRIC the least fun. Non-human level limits, and non-coherent sub-systems are two others. You like 1e. Fine, cool. You think it's the most fun version of D&D. Awesome. I find 3.5 to be the most fun and versital editon. That's cool too.
{Requisite editon war snarky insult goes here}
