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.
Community
General Tabletop Discussion
*TTRPGs General
What were the design goals of 2nd edition?
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="an_idol_mind" data-source="post: 4681936" data-attributes="member: 43749"><p>2nd edition's goals seemed to change as the game went on. On a corporate level, I'm sure some of the decision to make a new edition came as a result of wanting to get Gygax out of the picture. However, I doubt the designers themselves shared that goal. The core books seemed set out with three goals in mind: clarify the rules, incorporate popular supplementary rules (such as non-weapon proficiencies) into the core, and purge the objectionable material such as assassins and half-orcs.</p><p> </p><p>That last bit got ditched pretty early on as rules supplements returned the missing elements with varying levels of success. When WotC took over, demons, devils, and assassins were all mentioned freely again.</p><p> </p><p>With just the core books, I think 2nd edition accomplished the goals of consolidating and clarifying the game. However, the PHBR series quickly bloated the game to levels far beyond what 1st edition had reached. By then, the goal seemed to be about changing the AD&D game to fit almost any fantasy vision, even if doing so meant turning the rules into a Frankenstein monster of patchwork systems.</p><p> </p><p>Eventually, the glut of campaign settings also led to a glut of novels, which I think further influenced the evolution of the system. While many people complained loudly about earth-shattering events and super NPCs, they seemed popular enough to influence design decisions. Powerful NPCs and linear, plot-driven adventures became the standard. Somewhere along the line, AD&D had changed from being about exploration and danger and into an interactive novel. Furthermore, continuity in campaign settings became huge -- just look at how quickly the Dark Sun setting changed, or how hard it was to stay current with the Forgotten Realms.</p><p> </p><p>I don't think the issue with 2nd edition was that there were no design goals. I think the problem was that those goals shifted constantly. pre-2nd edition AD&D was pretty much defined by the dungeon crawl, while the parallel D&D line had specific tiers of adventure laid out with appropriate support for each level. 3rd edition had a "return to the dungeon" design to it, and 3.5 signaled a change in the type of support WotC gave. 4th edition arguably has the clearest of directions, with deliberate holes left in the core rules with the intention of filling them in later. 2nd edition, however, had constantly changing design goals which often directly contradicted what the AD&D system was intended to do.</p></blockquote><p></p>
[QUOTE="an_idol_mind, post: 4681936, member: 43749"] 2nd edition's goals seemed to change as the game went on. On a corporate level, I'm sure some of the decision to make a new edition came as a result of wanting to get Gygax out of the picture. However, I doubt the designers themselves shared that goal. The core books seemed set out with three goals in mind: clarify the rules, incorporate popular supplementary rules (such as non-weapon proficiencies) into the core, and purge the objectionable material such as assassins and half-orcs. That last bit got ditched pretty early on as rules supplements returned the missing elements with varying levels of success. When WotC took over, demons, devils, and assassins were all mentioned freely again. With just the core books, I think 2nd edition accomplished the goals of consolidating and clarifying the game. However, the PHBR series quickly bloated the game to levels far beyond what 1st edition had reached. By then, the goal seemed to be about changing the AD&D game to fit almost any fantasy vision, even if doing so meant turning the rules into a Frankenstein monster of patchwork systems. Eventually, the glut of campaign settings also led to a glut of novels, which I think further influenced the evolution of the system. While many people complained loudly about earth-shattering events and super NPCs, they seemed popular enough to influence design decisions. Powerful NPCs and linear, plot-driven adventures became the standard. Somewhere along the line, AD&D had changed from being about exploration and danger and into an interactive novel. Furthermore, continuity in campaign settings became huge -- just look at how quickly the Dark Sun setting changed, or how hard it was to stay current with the Forgotten Realms. I don't think the issue with 2nd edition was that there were no design goals. I think the problem was that those goals shifted constantly. pre-2nd edition AD&D was pretty much defined by the dungeon crawl, while the parallel D&D line had specific tiers of adventure laid out with appropriate support for each level. 3rd edition had a "return to the dungeon" design to it, and 3.5 signaled a change in the type of support WotC gave. 4th edition arguably has the clearest of directions, with deliberate holes left in the core rules with the intention of filling them in later. 2nd edition, however, had constantly changing design goals which often directly contradicted what the AD&D system was intended to do. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What were the design goals of 2nd edition?
Top