Piratecat said:
Don't like 1st edition? Then leave the thread stage left. This is not the place for edition wars, and I don't want hijacking.
Thank you for that.
Piratecat said:
We used the cavalier and anti-paladin out of the pages of Dragon. I think they were worse.
Certainly in the context of the time...

...!
Back to the original question...
For me, one aspect of "first edition feel" is a certain simplicity and elegance in the style of play. This simplicity certainly wasn't mechanical..."Wait, is that a save v. death ray, or a save v. petrification? Where's the save table?"...I think it had more to do with the way so much of the game was invented on the fly by the GM.
If you wanted an orc chieftain you added a few extra hit dice, maybe gave him a magic axe - you didn't assign him
x levels in this class and
y levels in that PrC then look up how much gold he should have at his level to determine what magic items you can purchase for him. If a character wanted to trip an opponent, the GM might say, "Roll to hit to grapple him and then roll a strength check to knock him down."
I still do this to some extent - I had a terrain feature in my PbP Modern game that if I followed the RAW would require eight Climb checks to descend and then another eight to ascend the other side, with failure causing up to 13d6 damage. That just wasn't going to fly, so I made up a houserule for it and moved on. For me that sort of judgement call is part of the "first edition feel."
In terms of adventure and campaign design, I think adventures with a "first edition feel" are closer to primary literary sources, whether in classical mythology or the contemporary fantasy literature that spawned the game in the first place. With a few notable exceptions, fantasy writing before the Eighties eschewed literary pretensions and simply focused on action and adventure, and the early days of D&D captured that quite well. In time as D&D grew it fostered its own literary corpus - the Dragonlance and Realms novels - and the game began to feed on itself for ideas, creating a sort of feedback loop between its novels and its accessories and supplements. Minotaurs no longer lurked in labyrinths - now they occupied a country and went to war with their neighbors. The game evolved from its roots into something unique, but for me recapturing that "first edition feel" is returning to those roots for inspiration - one of the reasons I like the Wilderlands campaign setting so much is that it draws heavily from classic mythology ("Wind-dark Sea" is still one of my absolute all-time favorite place names in a fantasy setting!) and the style of Robert E. Howard and his contemporaries.
(This explains in part why I've been reading the heck out of guys like H. Rider Haggard, C.J. Cutliffe Hyne. Edwin L. Arnold, Edgar Rice Burroughs, P.C. Wren, Rudyard Kipling and so on, to create a d20
Modern/Past game with its feet planted firmly on this literary foundation, to give it what is to me a "first edition feel.")
There's more, but I've rambled too much already. Note that I'm not saying that one style of play or set of mechanics or source of inspiration is "better" than another - I like the d20 mechanic, I like the options of the current edition (something
hong clearly didn't pick up on, based on his predictably snarky reply), and I like some of the unqiue fantastic elements of the "D&D fantasy genre" - but I defnitely run my games with a "first edition" GM's mindset, and I very much look to those primary literary sources for most of my inspiration in adventure and campaign design.