Bendris Noulg said:
Well, as stated, I just loaned the thing out, but as I recall, it was hardley anything to hoot and holler about. At best, it provided "background" information that, at best, only contributes to the stage rather than making the stage a "living" component of the game in play.
Could you explain the distinction, because I'm not sure I'm following you. The 3E DMG provides the DM with techniques for creating a game, and several different strategies for creating a campaign. It makes the basic assumption that you'll fill in the details, a concept borne out from WotC's research and decades of example of gamers doing just that. The system wasn't created in a vacuum, it merely provides the players what they wanted. My game isn't like Sepulchrave's or (contact)'s, for example. We use the same rules, but each of us attains a different feel and style. WotC knew that most DMs would use the books that way, and focused more attention on the tools the DM needed most.
Bendris Noulg said:
As for the rest, I want to assume that you are looking at the 1E DMG (when D&D was still close to its wargaming roots), in which case the information was indeed scarce, but, as I stated, was also in its infancy. The stuff I'm referring to became more noticable as the game matured and grew. With 1E, Gygax and company only had a minimal understanding of what they had started; with 2E, the concept of role-play was fully embraced within every element of the system (i.e., the game was presented as a role-playing game where in the purpose was to role-play).
Ah, so you're really only referincing 2E in this discussion. That explains a great deal. Having never played 2E, I can't really comment other than what I've heard here on the boards. I personally think you underestimate Gygax. From the work he's done since, it appears to me that he simply doesn't favor the same style of play, not that he couldn't have designed AD&D differently. He simply prefers emphasis on the mechanics, and assumes that Role-playing is handled with less reference to mechanics, which you is the style you also prefer, if I'm following you.
My initial impression of 2e was that it was a logical outgrowth of 1e...and since I had grown tired of 1e's many weaknesses, we moved on to GURPS, which had already wooed us away. 3E brought so many players back, IMHO, because it shored up all those areas. What you consider a strength of the old system, I consider a major weakness. That's just the difference of our perspectives, I suppose, and that's fine.
Regardless, I guess I just don't see where the rules are to be considered at fault for this. My favorite moments under 1e were part of a homebrew game that was so jerry-rigged, it barely resembled 1e. I don't recall 2e as being regarded as some golden age of Rp-ing...but I do recall 2e being when some of the most interesting
settings made their debut. However, my most fond memories of D&D come from pre-2e, and our RPing had nothing to do with the system, it had to do with the characters and the story. Some of the best role-playing moments I've ever had were under GURPS and 3e. My experineces would tend to lead me to believe that the GM and the players are the final arbiters of whether a game will be any good or not, and that has nothing to do with what your ruleset of choice is. YMMV.