I’m currently staring at three 1st Edition AD&D books: the Player’s Handbook, the Dungeon Master’s Guide and the Monster Manual. These three tomes contain the keys to limitless world of adventure, magic, dungeons deep and caverns mysterious. Got some swashes that need buckling or derring that needs doing? It’s all here.
I’vetalked about D&D a little in this blog before, but the mood struck me just now to explore the reasons why I prefer the first edition AD&D game (1E) over its more recent descendents, the Second Edition (2E), which came out about 1989 and the Third Edition (3E), a major revamping that popped up about 2000 or so.
Ilearned to play on 1E, which probably explains my prejudices and if you’ve read anything else in these, my random thoughts, you can’t help but figure out that I’m a big believer in Tradition and Ancient Custom. (Not that certain of those shouldn’t be chucked, where circumstances warrant, but there’s a lot to learned from the past).
Anyway, 1E AD&D is a hideously complicated, contradictory set of rules, that make little sense in many spots and require the hell of amount of study to make any sense at all. For example: a 13th level monk can fall any distance if he’s within 8’ of a wall. Even given that an experienced martial artist-type character should be able to perform some pretty amazing feats, this is a little ridiculous. Finding a rationale sure is fun though.
The writing in these books doesn’t help matters any. E. Gary Gygax, the co-creator of D&D and Grand Old Man of role-playing has a wordy, overly-complex style of writing that can render the simplest concept well-nigh incomprehensible.
Oddly enough, the adventure modules published for 1E don’t share this complexity. Newer adventures tend to have a developed plot and reasons for the players to get into whatever pickle the adventure wants to drop them. Each element of the adventure contributes to the overall resolution of the story. Many of them can be extremely entertaining reading and lots of fun to play through.
The older adventures, though, tend to be very simple settings, with monster and bad guys gathered in some sort of location, whether it be an underground stronghold, a wildneress area, or the big city. They hang about, having acquired a pile of treasure and wait behind locked doors and fiendish traps for the players to come along, kill them and take the treasure. They were basically Arnold Schwarzenegger movies with fewer bullets.
One of these early adventures was the Tomb of Horrors, an underground crypt designed by an evil wizard who waited in undeath for adventurers foolish enough to come along and attempt to plunder what he’d rightfully stolen. It was basically a character-killer; push that instead of pulling it, miss a die roll, take one step too far and you and everyone in a 15’ radius was irrevocably condemned to a hideously painful and excruciatingly embarrassing death.
Nothing like a challenge.
Other adventures existed on a grander scale. The Temple of Elemental Evil is 128 pages of multi-level dungeons and monsters and gobs of treasure, all strung together with the thinnest of plots to take over the world. What fun!
as the primary villains. They had largeThen there came the Dragonlance saga, a series of 13 adventures with a focus on dragons amounts of monster-smacking and were held together by the primary plot of a massive invasion by the evil Dragonarmy. Eventually, of course, the heroes get to penetrate to the heart of the evil and lop its ugly head off. In the meantime, they’ve been dragged all over a continent, explored ruined cities and ice castles, defended dwarven kingdoms and knightly towers, swum to the bottom of the sea and commanded whole armies. All in a day’s work.
In short, the old D&D rules demanded that you spend hours making them work and then rewarded you with that most basic of thrills – bashing nasties over the head and taking their stuff. Nice stuff too. Sparkly.
I collect these things too. More about that particular disease later.









The sound of one hand clapping....