Why play 1st Edition D&D? Aren’t there more
editions because the 1st wasn’t good enough? And hey, I’ve looked at
the books – they’re sooo confusingly organised. And some of the rules are
pointless – who would bother with Weapon Speed Factor?
Inspired by Anthony Huso (http://thebluebard.com),
writer of various excellent modules, I’m running a 1st Edition
AD&D campaign by the book (BTB) during the Lockdown. I’m usually a fairly
relaxed DM, rules-wise – happy to make rulings on the fly to ensure the world
is more coherent. Rules are tools. And for D&D, I usually run 5th
Edition or some version of the classic Basic set. So why 1st
Edition? And why BTB?
Partly, it’s just Tony’s infectious enthusiasm, his quest to
understand Gary Gygax’s vision of the first fantasy roleplaying game. What
would happen if we just trusted the rules, and assumed there was some reason
for them, and gave them the good old college try? If they are really so archaic
or bad, it’s hard to understand how they coincided with the real glory years of
D&D’s creativity and growth (say 1978-1985).
In part there’s a taste issue – what sort of RPG do you want
to play? What sort of RPG is 1st Edition?
1st Edition has particular assumptions that begin
to be rejected even before the end of its own decade in publication. 1st
Edition doesn’t encourage big structured narratives where the players
participate in a pre-existing “legendary story”, rather aiming for such
narratives to emerge through play; it assumes emergent gameplay, randomization,
and a relatively serious adherence to rules and procedure will produce the best
expression of the game; dice-rolling is actually, surprisingly, fairly
circumscribed in its efficacy compared to pure player skill, with “Non-Weapon
Proficiencies” (basically, dice-based skills to use outside of the dungeon
environment) only appearing late in its run and in association with a setting
that has a very different feel. These were all assumptions or models that were,
in large part, undercut by the mid 80s. Narrative modules like the Dragonlance
series became very popular; heavy scripting of environments and a diminution of
emergence therefore becomes more prevalent; and dice-rolling, rather than
player decision or skill, becomes more important.
So why am I saying 1st Edition is to my taste? I’ve
long enjoyed emergent gameplay via randomization and an emphasis on player
skill, but some would argue these are as well if not better served by simpler
descendants of D&D – essentially, spin-offs of Basic/Expert, not Advanced.
To quote a very talented designer of one of these hacks in his latest book: “This is a game to be played, not a textbook
to be studied. It’s designed for the game table, not the library. Rules are
false idols, numbers are rarely the answer, and plain speech always beats
specialist terminology.” How could one disagree? Especially paired with the
inclusive view of the game table that immediately follows this – wanting to
welcome those who “don’t want to learn
complex rules” – how could one be so churlish as to say: (1) no, rules may
be bad gods but they are good governments; (2) numbers are often the answer;
and (3) specialist terminology has a great deal of utility. Isn’t that all very
exclusive?
Well, I want everyone to enjoy the games they enjoy. I’m not
interested in a Bad Wrong Fun War. But aside from the archaeological and
artistic aspects of playing 1st Edition, it is also the version of
D&D best set up, in my judgement, to produce exactly the kind of
epic-but-player-generated stories Gary envisioned the game as concerning. How
do all the complex rules help this? Well, tellingly, the quote I opened with is
from the section in the DMG on Saving Throws. It is by way of justifying Gary’s
assertion that “because the player character is all-important, he or she must
always – or nearly always – have a chance”, no matter how impossible the Saving
Throw situation seems. The player characters are the subject of the story, not
whatever the DM creates; the dense rules, from how to generate animal
populations of an area to the lengthy tables of different types of gems, are
all there to provide for that end. We’ll get back to that.
Another telling point is how often, explicitly or
implicitly, the mechanics of the game are supposed to be hidden from the
players. The combat tables and the rules for magic items are in the DMG, and
players are told not to read that book. The game is significantly playable – as
in some of the earliest D&D games – with the DM rolling virtually all of
the dice, whilst the players simply make decisions. There is meant to be a vast
substructure of rules beneath what the players need to learn from the Player’s
Handbook – which, aside from character creation and spell rules, has really
only an overview of the rules, plus some very good advice on how to play. Isn’t
this strange? There are meant to be a great many rules to facilitate
player-driven stories, but by default the players aren’t allowed to know most
of them.
There is an interesting answer to our talented critic’s
concern about rules and numbers here, isn’t there? To play 1st
Edition, players are *not* expected to know a great number of rules, especially
if they are playing non-spellcasters. Once character creation is over (which is
at times a dense process, I grant), Fighters only really need to know their
Attacks Per Round and the advantages and disadvantages their weapons have vs
different ACs and monster sizes. Thieves have a single list of percentage
specialist skills, for which they do not roll the dice to check success. Of
course, the good player will learn their character sheet inside out, and
squeeze every advantage from their skillset – but that is not a requirement to
begin play. 1st Edition AD&D is an inductive game, where one
learns by playing.
But why, then, is the DM expected to learn three rulebooks
worth of material? Surely you could have the above situation of how many rules
a player needs to know, and then add a couple more rules the DM needs to know, and
that could be enough for a good game.
But what if I said – and I am not the first to say so – that
1st Edition AD&D is not a game in the usual sense? What if I
told you it was really a simulation of being a fantasy adventurer? Boardgame wargamers
have the specialist term “consim” – conflict simulation. Those who delve into
this most arcane and abstruse version of D&D need, perhaps, a term of their
own. Fansim? Herosim? Dunsim?
There are assumptions in this Fansim that may jar with our
own sense of “fantasy reality”. Gold = XP and Saving Throws in seemingly
impossible situations are both rules Gary takes the time to justify because of
this. However, they fit the paradigm of the simulation Gary is offering. The
detailed information about stocking environments is so that the DM knows
whether Conjure Animals works, and
what are likely random encounters, and so forth. The lists of gems are
important because gems weigh much less than gold pieces, and are much more
valuable – and so having a variety helps both as monetary denominators (because
Gold = XP AND is indispensable for building strongholds, paying hirelings, and
affording training to level up), and for flavour. Why are there 12 Ornamental
Stones, 13 Semi-Precious, 14 Fancy, and 14 Gem Stones? So that your players
aren’t bored by the loot they accumulate. “Star Sapphire: transluscent sapphire
with white ‘star’ center”.
All those tables enrich the world. They are DM-facing
because of course they are – the DM’s job is to create a rich, absorbing world
in which the players lose themselves as they create their legend. And all of
the crunchy rules exist for the same purpose – often out of player sight, but
like the complex code behind rich fantasy RPG video game, they enable it all to
happen and feel real. The very granular To Hit and Saving Throw tables allow
real variance in how situations unfold; the Potion Miscibility Table lets you
check whether drinking all those powerful magical drugs together goes bad; the
organizational charts for groups of hirelings and henchmen ensure that your
employment decisions don’t challenge belief in the world; and the *17*
Appendices in the DMG, covering everything from Traps to Herbs to Describing
Magical Substances, and most famously Appendix N, on “Inspirational and
Educational Reading”, all serve the make the world deep.
That’s why “By The Book” also matters – not that the Book
won’t sometimes fail and need interpretation or correction, but that the Book
is the World, and to inhabit the World offered by 1st Edition, by
Gary Gygax, means inhabiting the Book rather than (in this situation) writing
your own.
Rules are the coding of a world. When executed faithfully in
depth, they create a world of unsurpassed verisimilitude – because a world is
engaging for players not because they have read the hefty background tomes sold
at substantial cost by the RPG company, but because they have explored and
inhabited and changed the world. Numbers are the fine details. When randomized,
they prevent the DM from forcing a story upon his players. Specialist terminology is necessary when
describing a wide and deep array of rules; computer programmers don’t tend to
call parts of their work “thingummies”.
Yes, it’s mathsy. Yes, it demands a lot of DM. Yes, it’s a
hard ride for players who don’t want to learn. It’s not for everyone. It is for
me.
Yeah. You get it. My daughter was playing AD&D and knew ZERO rules. She'd roll dice when I told her to and I'd tell her why and what the target numbers were. Other than that, she was unconstrained, just imagining and doing. That's the beauty of AD&D imo...it has the mechanics to support and guide the DM when the players are wide eyed and suddenly born into a new world of possibilities.
ReplyDeleteI've pushed DnD minis round on 4e battlemaps with my 3 year old, with very basic rules in which I direct him, and he had a blast both times. He remembers the story now many weeks later. He won't remember the two rules at all, but they gave shape to the world and do were vital to the story.
DeleteI have lately been perusing the AD&D DMG - Anthony's enthusiasm is infectious -, and I'm just amazed how much stuff is packed in there.
ReplyDeleteDefinitely!
DeleteIt puts later books, especially by WOTC, to shame. What limits space in later products - particularly DMGs - isn't straight usability hacks. Of course the 1e DMG needs a thorough reorganization (alongside the PHB - there are three encumbrances tables spread in different places across the two, which are necessary for character creation and basic admin!). But it's not the contents table that's the problem in later books - it's the sheer number of illustrations, overuse of whitespace, and, even more troublingly, the completely inane advice actually given.
So reading the 1e DMG properly has been...an education. Even more than reading B2's advice, which changed my understanding of the game, reading the DMG seriously has entirely transformed my philosophy. (The only other things that go in that list are: Anthony's own Night Wolf Inn, and some Against The Wicked City articles on romantic fantasy.)