A player has joined our 1st Edition game, playing
a Half-Orc Fighter and a Human Barbarian (Dragon
magazine version). He’d never played any RPGs before, including computer games.
He’s played two sessions so far: one session in the Workshop of the Gnome
Artificers, which was mostly a combat; and an investigative session in Hommlet,
finding the saboteur who was slowing down the building of Burne’s castle.
He’s a smart guy, and so at that level it’s not surprising
he grasped key concepts quickly. But I was struck at just how quickly and easily he picked things up. Of course, I was
front-loading a lot of the work – he had well laid-out character sheets (using
Anthony Huso’s macro-enabled custom sheets), he had a simple character, he had
a fairly straightforward situation (combat in a fairly simple room vs fairly
simple opponents, two Automata of different types).
But nonetheless, isn’t AD&D hard? Isn’t it inferior to Basic or 5e when it comes to introducing
new players?
Well, look, probably. Certainly it’s literally more
complicated than Basic, and so when you’re showing a new player their character
sheet there’s more to get wrong in Advanced. (As a very easy example, Advanced
uses different damage codes vs Small/Medium and Large opponents for each
weapon. When you tell a new player “here is what damage your weapon does” in
Advanced, you are teaching them twice the information in Basic, or, indeed, 5e.)
But it’s a fairly small percentage increase in complexity in
practical terms. The basic concept you’re teaching – “you are an adventurer
exploring a ruin looking for treasure, or investigating industrial sabotage” –
is simple and intuitive. You tell the player they can try to do whatever they
think their character could do or try in that situation. You emphasize that
player exploration, investigation, and skill are the priority – so it’s an
information game where the player has to ask questions about the environment.
You perhaps tell them “often you use a d20 to check for success, aiming to roll
high; sometimes you roll a d100 for the same purpose; sometimes you use other
dice for other reasons”. What else do they need to know before setting off?
Well, maybe the sort of character they’re playing. “He’s a tough warrior who
can fire his light crossbow from a distance and use a halberd or longsword up
close.” The new guy is ready to play.
And that basically was enough. Of course there was emergent
teaching, too – what weapons are good against what armour, how do you position
yourself well in combat (for AD&D I try to use minis and maps), and so
forth. When the need for a Saving Throw actually comes up, you explain the
general concept (but that’s an easy mechanic to learn). You have to teach the
combat round, but again, how hard is that? “Each side rolls a d6 for
Initiative. Whoever rolls higher goes first. I’ll assign speeds to what you’re
doing. Generally you can move and either use a weapon or cast a spell or do
some other complex action in a turn, but you might be able to fit more in if everything
is very quick.” Given how much of AD&D – especially 1e – is presumed to go
on behind the DM’s screen, the player doesn’t need to know much more.
So anyway, my new player got that just fine. The combat was
not a bad opportunity to get some rules basics down, though in that session the
player didn’t get to see much of the game’s scope. (It’s a short-session game,
and they did a very little exploring before and after; that said, the combat,
though long for 1e, was still about half the length of the equivalent 5e
combat.)
The second session was much more varied, didn’t include the
up-front rules learning, and really saw the game lifting off. The new player
basically took responsibility for leading the investigation. Of course, not all
new players are so forward, but given the complete lack of experience this guy
has with RPGs, it was remarkable anyway. (Then again, I recently taught my
friend’s 9-year-old daughter Basic, and she very quickly got into the swing of
things.) Basically, to repeat, the game is conceptually intuitive. The new
player understood that someone might be manipulating the work orders, causing
material shortage (at this one of my veterans, an accountant, did grin/groan “this
is just what I play D&D for, auditing worksites”). He reckoned the best bet
was to follow the suspect around. He worked out who might be good at it, and
they went and investigated.
They IDed the perp, and crept out of the woods to follow him
around – but here a wrinkle entered. The perp realized he was being followed by
strangers (failed Move Silently for the Thief leading the way), and so he hid
in a work hut. Unbeknownst to the players, the perp barricaded himself in a
little and prepared to attack anyone who broke in – he judged that he had been
made, and wasn’t going quietly. The players, though, decided it was best to
wait him out and watch the hut – intuitively understanding the possible dangers
involved and avoiding them.
The perp snuck out at nightfall, with the PCs well hidden.
The PCs had reported back to the rest of the party and set up a cordon around
the village already. Long story short, the PCs watched the perp go back to his
contacts (the Traders in town), and then head out to the north to leave the
village, avoiding the intentionally visible group on the northern road. This
actually just pushed him towards a group hidden in woods near the mill (in the
centre-north of Hommlet), who sought to follow him further, but upon being
spotted in the moonlight switched to nonlethal weapon attack and knocked the
guy out. We used the Hommlet map with minis for this, gaining approximate
distances and so forth from that. The party took their prisoner to Burne and
got him to detain the perp, with an interrogation the next day revealing a
little more of the evil plan. The new player came up with a way to turn the
perp into a double agent.
D&D is always, if played thoughtfully, an open game – it’s
also not a hard game to learn, generally. In fact, AD&D, for all its
reputation, isn’t really much harder than other editions. Further, I wonder how
far the open and creative play in the investigative session was enabled
precisely by the way AD&D provides rules for some things but not others –
by giving fairly tight and intelligent rules for combat, all the way down to
Weapon Type vs AC, it manages the most complex and contentious variable, but by
limiting investigation rules to specific Class or Race abilities, it encourages
players to just do stuff. And my new
player got that straight away.
There’s life in the old girl yet.
An RPG blog, focussing on various D&D games I run, the worlds I create for them, and the literary principles behind them. Influenced by the OSR, for those for whom that term means something.
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