Showing posts with label adnd. Show all posts
Showing posts with label adnd. Show all posts

Wednesday, April 11, 2012

Advanced Dungeons & Dragons - sort of a review

So as I mentioned previously at long last I recently acquired a range of AD&D books. I have at this point read a great deal of the Players Handbook and Dungeon Masters Guide. I cannot claim to have read them in their entirety.

I'm not sure it is possible to read these books straight through. I am also not sure it would be possible to learn the game from scratch from them. While they are chock full of fascinating play tips, design notes, and other commentary, they lack the coherent explanatory framework that say, second edition or the Rules Cyclopedia have (they are my counter examples because they are the books I own). Both books seem to have been assembled at random. That being said, if you already know how to play D&D it is quite straightforward to look up rules on specific topics and to find a deep and thoughtful explanation of why the rule is what it is.

I also find it interesting how clear the wargaming roots show in these books. As a sometime Warhammer player things like random resolution of targets in mass melee and the one minute combat round stand out to me as perfectly sensible rules if you want D&D to accommodate or at least be compatible with unit scale wargames. Not to mention a choice between measuring in inches, hex, or grid combat. Or of course abstract combat, but there are an awful lot of rules for modeled combat. I would wager that Gygax had in mind something like what I've settled on for Pathfinder - abstract combat when it is simple, modeled combat when it is complex.

Now that I am thinking about it, I am not sure why D&D has moved to a grid, it seems like it would be more sensible to measure or to use hexes. Maybe it is to simplify things in the dungeon.

Back to the topic at hand: It may be a good thing I started playing with second edition. I had no older gamer friends to teach me the game. I did not know what the game was supposed to look like before I started DMing. The second edition rules did a very good job explaining what exactly all of this was about. The AD&D core books are inscrutable. Until the Player's Options and revised core books were published, none of the enormous bloat of second edition changed the fundamental character of the game (whereas by all reports - I do not own it yet - Unearthed Arcana destroyed the nature of AD&D). The second edition supplements were just useless (I should know, I have a decent sized collection of them). As a young player it is very hard to be discerning about what is good and what is bad - anything official is seen as good and required.

That being said, if I were to play AD&D now I think I'd be more inclined to play first edition (actually in reality I would probably use OSRIC, I don't want to pass my ancient books around the table). Why is that? Grognard group-think? Social shaming about my nostalgia for second edition?

I actually think it is the greater detail of first edition. Second edition is largely a streamlined version of first edition. There are some superficial changes but in terms of core rules the only differences seem to be areas where second edition reduced or removed rules - a good example being henchmen. There are extensive rules on how to acquire henchmen in first, second basically says roleplay it. Other than those sorts of things (and the slightly different list of races and classes, oh and the whole demons and devils thing) THEY ARE THE SAME GAME. This makes me wonder why the generally "rules light" OSR people have such loathing of second edition. In the core rules (excepting nonweapon proficiencies, which is one of three skill options) second edition is a substantially simpler game than first.

Can anyone explain that?

(side note: does anyone else find it weird when they see 3E adherents referred to as Grognards on the internet? 3E drove me away from the game for a decade, and I'm only 30).

Sunday, April 1, 2012

How I actually played second edition AD&D

Teazia's comment on my last post got me thinking about how I actually played second edition AD&D. When I started playing as a child I devoured source books, splat books, campaign settings, and optional rules with the reckless abandon of a young person. Knowing nothing else I drunk deeply from the well of second edition folly. As I grew older I began to realize that my game had lost something important. So in my late teens (the last time I played a lot of D&D until my late twenties) I began to pare down the monster of second edition until I was left with the things that had originally enthralled me.

My selected optional rules and house rules (as best as I can remember) looked something like this:

  • 3d6 in order for stats.
  • Secondary skills - no non-weapon proficiencies.
  • No kits.
  • No sub-races.
  • Actually, pretty much nothing from the Complete books series.
  • No specialty priests.
  • No weapon proficiencies - I at first experimented with weapon groups from The Complete Fighter's Handbook (which sees final fruition in third edition) but ended up abandoning proficiencies entirely.
  • A 10 second combat round.
  • Nothing at all from the Player's Options books.
I might be missing something, but that gives you the gist of it. What I find fascinating is how close it is to Labyrinth Lord + Advanced Edition Companion (no half-orcs or assassins, but . . . bards?). Obviously, not everyone likes this sort of paring down. I had players who really didn't think much of it. Those players went on to become avid third edition players and I (largely) stopped playing.

Friday, March 30, 2012

Advanced Dungeons & Dragons - First Impressions

I have finally purchased for myself the Advanced Dungeons & Dragons rulebooks. Basically, the upcoming (and also delayed) reprint got me excited. Except that WoTC ruined my favorite game (in my ever so humble opinion). The thought of their abominable logo on my precious RPG books just irked me. So I got online and picked up the books I wanted.

Of course I have played AD&D before - 2nd Edition. I played a LOT of 2nd edition. A function of when I was born. I looked at those older guys who held on to the first edition as bizarre and unfathomable. "Why would you keep playing with your ancient books when you could have nice shiny new ones? It's the same game (just better!) dummies. This is IMPROVED."

My descent into the OSR was fueled by a desire to go back to 2ed. Of course when I started looking around I found out that nobody plays 2ed. So I bought a copy of the Rules Cyclopedia - which I fell in love with. Then some retroclones, which I also adore (and feel less worried about using during play - I refuse to treat my collected books as collectables, I bought them to play with and I'll be damned if I don't, but it is another thing to pass them around the table while everyone is drinking soda and eating salsa).

So now here I am, about to turn 30, and I am holding the AD&D books for the first time, reading the tiny font and inscrutable tables (all set in bizarrely huge margins) for the first time. Now, after a too-lengthy introduction, my first impressions:

Layout: while I find the look and feel appealing in some masochistic, DIY sort of way, I have to think that the corporate hivemind of TSR had to feel that the layout and presentation alone merited a 2nd edition. Not only is the font tiny and are the margins huge but there are tables in Players Handbook that make zero sense without reference to the Dungeon Masters Guide. This of course is explained by Gary Gygax because these books are intended to be a compilation of the D&D rules. The assumed audience in terms of layout is people who are already playing. That being said, there is tons and tons of play advice. There is much more about what the game should look like than in any of the 2ed materials. This is very much in line with the gradual shift from swords & sorcery to heroic fantasy. 1ed explains that adventurers spend much of the term in underground mazes because they are much safer than adventuring in the wilderness. Before beginning my career as a 2ed DM at age 10, I had played exactly once as a player. So I basically learned the craft from the 2ed DMG as well as Dragon, and Dungeon. I ran a lot of outdoor adventures. 2ed takes a "adventure everywhere" kind of tone. My early perception of the game would have been very different if I had started with these books.

At this point I really have only read the Players Handbook and it has only be a quick read so I will have to continue my comments in another post. However my first impression can really be boiled down to this:

While 2ed was a much more polished and well thought out game, it is obvious in retrospect that it also had a very different about idea what the game was about. While mechanically it is largely compatible with the first edition of AD&D than it is third, it is more spiritually aligned with the latter's vision of heroic fantasy.