D&D Theory: Dungeons & Dragons Over The Years: Part I of III

Dungeons & Dragons is rapidly approaching its 50th anniversary as a franchise and what a glorious 50 years it has been. Over the decades D&D has enjoyed immense success in just about every medium, but of course, the pencil-and-paper RPG is what makes this wheel spin. At no time that I recall has D&D seen more success than in recent years, the hobby has absolutely exploded in popularity and it’s in part because of its appearance in various tv shows, but certainly primarily because of the incredibly successful 5th edition released in 2014. The game has enjoyed many versions and variations of the game, each one a variant of what came before and if you really count some of the sub-edition and in-between stuff there is actually, even more, to choose from than might be immediately apparent.

Now modern gamers are going to play modern games, it’s natural as you enter the hobby, you go for the latest and greatest which is not only expected but recommended. That said, as a guy who has played every edition of the game extensively and is a huge history buff, I’m always excited to talk about what has come before and why modern gamers might want to take a spell and consider some of these past additions for their table even today.

5th edition Dungeons & Dragons, the latest version of the game made great strides in an attempt to solidify past and present editions into a single system to satisfy the many growing issues that have crept up in modern designs which include 3rd and 4th editions of the game. It’s by far and wide the most popular modern edition of the game with past generations of gamers as well as obviously, modern games (can you say 50 million people playing D&D!?).

Contrary to popular belief, past editions of the game as compared to modern games are not some old relics to be discarded and forgotten. Any one of these old editions can create amazing table experiences and I would argue are worth exploring even today. In fact, most complaints about modern games stem from certain gaming elements that were already tested, identified and resolved in old systems that have crept back into the modern game design because when you don’t know your history you’re doomed to repeat it, yes I’m looking squinty-eyed at you Wizards of the Coast!

With that little enticement, in today’s article, we are going to travel back in time and talk about each edition that came before, what you might find in between the pages and why it might just very well be worth your time to explore it.

Enjoy the article, it’s a big one!

Dungeons & Dragons: Original Edition

The original game was reprinted in a deluxe box set in 2013 as part of D&D’s 40th year anniversary. This classic, despite its age, is still played today.

We can only speculate as to what was going through Gary Gygax and Dave Arneson’s minds when they created the original white box set, after all, they were paving the way into uncharted territory perhaps not even aware that they were about to create an entire genre of gaming and franchise that would last for decades. Interviews in hindseight make them appear almost like geniuses who percieved a whole new genre of gaming but the reality is they were just a couple of nerds that like to make games.

The original game is perhaps best described as a proof of concept. Many of the ideas that would evolve from this 1st version of D&D were very rough in this original edition and while I would like to tell you that every edition of the game is worth exploring, this one included, of all the editions that followed this one would probably be the most alien to modern gamers.

For one the game was in its infancy and much of the terminology and concepts that would define D&D as the game we know today were yet to really be coined. There were only three classes in the game, The Cleric, Fighting Man and Magic-User initially and the game was very much about free-form role-playing with the absolute minimum of rules beyond some basic combat execution mechanics. Notably by modern standards, I think most would view some of the mechanics as odd at absolute best, in fact even among OSR (Old School Revival) circles the original game is considered a bit of a quirky historical reference.

D&D inspired an entire golden era of early PC gaming including classics like Bard’s Tale. Just like D&D, retro gaming and revivals of classic games from the 70’s & 80’s is common in PC games as well. We got the whole Bard’s Tale trilogy remastered in 2018.

For example, the damage characters could deal in combat was based on their class, not their weapon, there were no skills, feats or special powers and while there were 3 classes in the game with a 4th coming along later (Thief), for the most part, the game was very close to a completely rule-less system depending very heavily on DM adjudication, yet the game was very procedural at times as well bringing it much closer to what we could call an adventure game rather than a role-playing game today. Something I don’t doubt purist would wholeheartedly disagree with, most who played it leaned on the adjudication over structure element of the game.

Today there is still a fan base for this original style of play which was very much narrative storytelling focused. There are retro-clones available today like Swords & Wizardry which is a compilation and organization of the game into a single volume done by the famed OSR designer/writer Matt Finch who is among a small group of people responsible for the creation of the OSR as a concept. As such you don’t have to go through the trouble of hunting down original copies; versions of this game that are effectively replications of the original rules are available in print today through sites like RPG Drive Thru.

Swords & Wizardry is just one of several retro-clones of the original game available today. This one is hailed for its amazing line art and organization making the game a lot easier to understand than the original printing.

Why Play It Today?

I would be hard-pressed to give an exact mechanical or even conceptual reason to play the original game. I suppose you could say that if you like free-form role-playing where rules are more often improvised than stated, this might be a reason to try this one but I think most gamers today would probably want more mechanics than this game offers, both DM’s and players alike. If free form is your thing, you could just as well ignore rules that exist in your game than play one where they are missing when you want or need them.

I think the only real reason to try this original classic is just to get an understanding of the history of D&D, where it started, where it came from, and how the design evolved. This game is still played today, but unlike many of the versions that followed, the OSR community existing today that plays this game is made up predominantly of people who played the original way back in the 70’s. That is not meant to discourage or disparage the game, it is a classic, an original to be preserved and held high for its achievement, but still. Original D&D is to RPG’s what cave paintings are to art, an interesting historical reference but not exactly something that is going to teach or introduce modern gamers to anything that hasn’t been done better in games that followed.

Nostalgia certainly plays a role in D&D communities, but even when we look back, it’s rarely original D&D that is being presented, more often it is 1st edition Basic/Expert or Advanced Dungeons and Dragons that serves as a way back machine. Original D&D is just too far back to be relevant nearly 50 years after its release. A fate I fear will befall B/X & AD&D some day as well.

For me personally, it’s one of the few editions of the game I find difficult to recommend, it was kind of a trial run and while I think it has a lot of historical relevance, in practice, it’s pretty rough as a game system and much of the games core premise while familiar is actually quite distant from how both RPG’s and specifically D&D evolved. It’s a curiosity, certainly worth a read, but I personally never felt drawn to run it.

It’s a game you play to get a look through the lens of the origins of the game.

1st Edition Basic / Expert

1st edition Basic/Expert rules had several subversions over the years but the most often referenced and perhaps the most well-known is the 1981 Moldvay box set. For many D&D generations, this box set defines classic D&D for them.

Contrary to popular belief D&D actually evolved from two separate core games that while reasonably compatible had a vastly different approach conceptually.

1st edition Basic & Expert rules were released alongside 1st edition Advanced Dungeons & Dragons and while one was intended as a starting point for the other, the games evolved along different paths and in a sense became two simultaneous editions of the game.

There are a number of core differences between 1st edition B/X and 1st edition AD&D.

First and perhaps foremost, 1st edition B/X was structured as an adventure game first and RPG second. A core of the game was that there were defined rules that structured elements of the game like the exploration of dungeons, wilderness adventures and adventures on the high seas. This concept I think would be quite unique to modern gamers who see the “adventuring” part of the game as a free-form role-playing concept, rather than a structured element of play which is exactly the case in the B/X system.

The concept of D&D as an adventure game is differentiated by the structure of play outside of combat. In an adventure game there are rules that govern all aspects of the game creating emergent stories and while the principle between adventure games and RPG’s are so similar it’s almost impossible to tell them apart, they are in fact quite different in practice.

In B/X time is tracked in actions even during adventuring periods and this has a procedure that is different for each of the types of “zones” of adventure (Dungeon, Wilderness & Waterborne adventures). Just like in combat, each initiative players take an action, which results in a “round” taking place and just like combat, this can have different effects on the game from torches going out, spells expiring, wandering monsters and other effects like getting lost in the woods, running out of food and so on. Not all that different than any other D&D game, but the tracking of time and the governance of rules of how to manage is mechanically driven.

Another core feature of B/X is that there are no race & class combinations, instead, races are their own classes. This is also wildly different and is exclusive to just this and the original edition of the game not to be repeated in any future editions barring reprints. Race as class (Elf as a class for example) I think is something that would raise the eyebrows of modern gamers but the premise here is that, in B/X, D&D is a very specific type of fantasy. In fact, B/X as a system is directly linked to a setting called “The Known World”. The known world would later evolve into the “Mystara” setting which evolved further with the releases of the Companion, Master and Immortal rules, effectively advanced B/X rules as strange as that sounds which is in contrast to Advanced Dungeons and Dragons. This setting is built around a very Tolkien-like fantasy setting and the classes in the game are structured to depict that fantasy exclusively.

No version is influenced more by Tolkein fantasy, which includes the original edition of D&D than 1st edition Basic/Expert rules. Tolkien fantasy is built right into the rules and many of the core abilities and structures are designed intentionally to replicate middle-earth sensibilities.

This is a bit confusing but you can think of it this way. Initially, B/X was created to be a basic starting point and AD&D was where players were expected to graduate. I don’t think TSR expected that the B/X rules would gain their own, separate following and this resulted in a demand from this new B/X community for expanded content. They wanted more advanced rules, but not in the form of AD&D, but rather expanded rules for the B/X game system as its base. I will talk more about the result, BECMI (Basic/expert/companion/master/immortal) rules a little later.

The third thing that really made B/X unique is that the game assumed a sort of meta-game infrastructure. The game was really designed as a challenge to players, rather than their characters and to support that concept several meta-game rules existed that worked together.

For starters, the players were assumed to be treasure hunters. This is why we had structured adventuring rules, but there are also rules for rewards that support this. For example, XP for monsters was very low, but you would earn 1 XP for every 1 gold piece (treasure) you found. The idea was that players were motivated to travel across the landscape (Wilderness & Waterborne Adventure Rules), go into dungeons (Dungeon Adventure Rules) and find treasure (1 gold = 1 xp). This is how you advanced in the game and was a measure of your success.

The depiction in Strange Things in which players huddle together, form plans, roll dice and seemingly are playing a game more than role-playing may seem strange to modern gamers, but if there is a version of the game that depicted this element it would be Basic/Expert rules where the feeling of winning in an RPG was kind of real and very player centric.

Additionally, character classes were very minimal, you gained very few powers and much of your strength was based on the equipment you carried. Magic equipment was of course the best way to empower your character but the only way to get magic items (which could never be purchased) was to go into Dungeons and find them.

B/X as such was a very structured adventure RPG quite different from Original D&D which was very free form and future editions of the game that were very narrative and character-centric. B/X was a very player-centric game with a very firm meta-game motivation built into it.

The final thing about B/X, oddly enough even though it was a game designed with new players in mind, though it had a simple ruleset was incredibly difficult to be successful in. The game while being structured, meant that rules governed a great deal of the outcomes of the game which means dice rolls. This combined with the incredible deadliness of the game made the actual gameplay for expert (veteran) D&D players.

Using player meta knowledge and past D&D experience, really playing D&D as a player skill set was both encouraged and expected under 1st edition B/X rules. “Good Players” were far more likely to succeed in the game than “New Players” who lacked past experience. It was an odd position the game took from a design perspective given it (B/X rules) was designed as an introduction to Dungeons & Dragons.

A character in B/X would instantly die when they hit 0 hit points and at 1st level characters rarely had more the 2-8 hit points. A single blow could end a character’s life, not to mention how deadly traps and other effects could be. By and large, despite being aimed at new players, 1st edition B/X was the deadliest game in D&D history and remains today as the core of the OSR community for that very reason. A game designed for newbies was ultimately adopted as the foremost example of master-level role-playing aficionados who love a challenge becoming the foundation system for the OSR.

While B/X box sets and rules are still available today through sites like RPG DriveThru, one nice thing about B/X rules popularity among OSR designers is that it has become the adopted love child on which many games are based. The result is that there are various re-edits and retro-clones of B/X, my personal favorite being Old School Essentials by Necrotic Gnome. This fantastic re-edit of B/X not only gives you the core rules in a really great edit but the game is expanded with several source books that take you beyond the basic B/X rules to include more classes and more advanced optional rules. As well they do some optional math reversal for you to get rid of the dreaded THAC0 and descending armor class so you don’t have to. Really great stuff!

Old School Essentials is just one of many retro-clones and remakes of 1st edition Basic/Expert rules, but it’s by and large the most popular, and this is likely because it stays honest to B/X rules as closely as humanly possible while correcting and expanding the game in ways that is very commonly done in house rules. It is in my opinion the best version of B/X rules out there today.

Why Play It Today?

There are actually quite a few intriguing reasons to play Basic/Expert edition Dungeons & Dragons, but I would still argue that modern players might see the game as quirky if not outright strange.

One of the main advantages of 1st edition Basic/Expert rules, setting aside the challenge level of the game (as a game) is that the rules are very simple to learn/teach. Far simpler than anything we have in modern systems. This simplicity is combined with existing familiarity anyone who plays D&D would have compared to modern games, meaning that if you know how to play any edition of the game including 5th edition D&D, you already know 90% of the system (B/X) because by far and large it is the basis for all other editions of the game.

This simply means that you can get the game to the table very easily with any sort of player group even complete novices. No one is going to struggle to understand how to play and everyone can get right to enjoying the game without the need for elaborate explanations often required to grasp modern games.

This simplicity is furthered combined with unmatched support for the game in particular in the form of adventure modules and unique variations on the system all of which are compatible with each other. In the nearly 50 years that D&D has been in development, this version of the game has continued to receive new content thanks to a thriving community and immense 3rd party publishing support. There are more adventure modules created for 1e B/X rules than all other editions of D&D combined. It is the most well-supported D&D system today, even more so than modern/current editions like 5th edition D&D.

A big part of why Basic/Expert rules are so flexible is the incredible compatibility it maintained long past its lifetime. 1st and 2nd edition adventures including all AD&D content are 100% compatible while 3rd and 5th edition modules are incredibly easy to adapt. The only rough spot is 4th edition which is generally incompatible with all D&D systems.

The next big sales pitch, which speaks to me personally has always been the structured and clear goals of the game for players. One very common issue with D&D is the absence of a common definition of what you are supposed to be doing in the game and understanding it as a game and as a concept. Modern games have this “it’s anything you want it to be” approach to playstyle, but this is particularly unhelpful and problematic when you sit down with five players and a DM to whom “anything you want it to be” is different for each person. Finding common ground, a gaming group where everyone is in sync and creating an experience that satisfies everyone at the table borders on an impossible achievement in modern gaming. It’s why despite the popularity of modern systems, the complaining from the player base is so excessive you would think they hate their hobby the way they speak about it.

1st edition B/X is a system that has clear goals, clear direction, one playstyle and no apologies, no excuses and no fancy philosophies. There is only one right way to play 1e B/X and the game tells you exactly what that is in no uncertain terms with no interpretations required. Certainly, it’s not a take-it-or-leave-it deal and you can and are actually encouraged to mess with the system, but at least you are on solid footing when you read the rules as written, there is a clear starting point, there is no confusion about what the deal is. Love it or hate it, it is what it is.

One additional element that has been lost in D&D is the ability to play the game as a pickup-and-go as well as a one-shot system. B/X combat is fast and snappy, its mechanics simple and it’s core gameplay clear. The result is a system that very happily supports the idea that you can pick up the books and say “let’s play D&D” and be up and running in 10 minutes or less. It’s ideal for 1 shot and pick-up games where you can simply play anytime you feel like it with anyone. This is because B/X is built on emergent story and gameplay concepts, meaning that you don’t need to do much prep work to get a very functional and entertaining game night, creating the story is built right into the system for you.

While AD&D (1st & 2nd edition), 3rd and 4th editions were all far too complex games to make either good introductions or be flexible enough for pick up and play games, with 5e thanks to introduction boxes like D&D Essentials Kit, picking up a game with little prep is again possible. This may be why 5e D&D is so popular as it goes back to its roots as a game in many ways and being easy to pick up is one of them, an idea founded in 1e B/X rules.

Finally and like anything this too is a matter of taste and preference is the fact that B/X 1st edition is effectively a D&D construction kit. If you ever wanted to create your own version of D&D, there is no system more modular and more adaptable than B/X 1st edition. This is a D&D lego set and while the core system has clearly marked boundaries, you cannot break the game, it’s so incredibly flexible you can take any other edition of the game, take any rule you want from that game, including any spell, feat, power or whatever, add it as written into B/X and it works without a hitch. Naturally, your power levels will fluctuate as a result, but there are not going to be any mechanical compatibility issues, it just works. It’s a creative DM’s dream come true as a system and it’s a lot of fun to do. A system that is firm in the layout of what it is, but infinitely modular to be anything else you want it to be while always remaining approachable to and by anyone.

1st Edition Advanced Dungeons & Dragons

AD&D 1st edition was reprinted by Wizards of the Coast in 2016 without edits, a tribute to decades of fandom.

I think most D&D players, even modern gamers know a thing or two about Advanced Dungeons & Dragons, while it is not the first edition of the game it is considered to be the granddaddy of D&D written by the god-emperor himself, Gary Gygax.

AD&D 1st edition however is actually one of the most problematic games in the D&D line up, which is not to say it’s bad, it’s actually quite phenomenal, but it requires a very stern hand to wrangle this beast and an open mind to its core concept. There is no question that this is one of the most complex versions of the game to learn, to run, and ultimately to master, definitively earning its unique title as Advanced D&D. In fact, it’s a rare DM who can fully grasp the core of the rules and implement them efficiently fully as written. RAW 1st edition AD&D games were rare then (70’s-80’s) as they are now. It really takes a true master to run a good 1st edition AD&D game which might explain why so many players and DM’s have a love-it-or-hate-it relationship with the game. In the hands of an inexperienced DM it can be a disaster, in the hands of a master DM, it is nothing short of a work of art. It’s a game that embodies the soul of D&D in a way that no game before or after ever could, but one must be a soulweaver to bring that essence to the table.

1e AD&D under TSR’s banner gave birth to all of the classic settings that are staples in the community today. Dragonlance is just one among many that created fantasy fans all over the world. Playing in this setting under the original system is an experience I would recommend to every D&D fan without hesitation.

AD&D shares many similarities with B/X, the two games are designed to be fully compatible and they are, but AD&D features a number of unique departures as well as much deeper and more fleshed out concepts that you will not find in either B/X or any other version of D&D that had come before or would come after.

First and foremost the rules of the game are hidden from the players very intentionally, documented in a massive and secretive tome in painstaking detail and frank commanding language known as the 1st edition Dungeon Masters Guide. A book that I both personally consider the first and definitive final word on how to be a Dungeon Master and one of the most confusing reads you will ever experience, spectled with brilliance and nonsense in the same breath.

This book not only defines every conceivable element of the game but it does so with flavor and a deep meaningful understanding of fantasy, an edgy abstracted realism, and a firm hand. It’s a book that declares the Dungeon Master god of the game in no uncertain terms, the great creator tasked with entertaining and challenging players in the most devious and detailed oriented ways possible.

The result is a system that is explicit, yet flexible, mysterious, yet self-aware and most of all, it creates a gritty, believable fantasy world in stunning detail if and its a BIG if you can wrap your head around all of the wisdom it passes on and be open-minded enough to embrace it.

The 1st edition DMG to me is the bible for Dungeon & Dragons, running D&D having never read it means you are always going to be a lesser DM than you could be. It is priceless information you will never find in any other book written for the game.

Now that is a very colorful way to describe AD&D and I will admit, no matter how many times I open the pages of the AD&D DMG, I can’t help but be swallowed whole by the mystique of it. It’s inspiring. That said, its a read riddled with issues, in fact, in a lot of ways, its approach as a whole is an issue to some both conceputally and mechanically speaking. Its perhaps best described as a confounding experience, you will either find its soul or be confused by its intention.

Still, D&D is a game and AD&D is a version of it, so the question is, what does it do differently, what aspect of the game may be worth exploring if you’re a modern gamer. Why go back to it?

Like B/X this is a game that is going to have a familiar surface, looking at the character races and classes, stats and hit points, armor class and sub-systems while some of them will feel like quirky versions of what you are used to they are not going to be alien to you.

There are however three core things that really separate AD&D from any other version of the game for better or for worse, you decide!

The first is the focus on the mundane, administrative elements of medieval life. AD&D as a system really tries very hard, successfully in my opinion, to make players feel the hardship of a medieval fantasy world. Your resources are limited, your powers are limited and it all amounts to the game being a brutal struggle for survival.

There is a harshness to everything with no video game structured answers or hand-waving of the elements of the adventuring life. You are as likely to die in the woods of dysentery as you are at the end of an orc’s blade. AD&D wants you to worry about how sharp your blade is, how clean your water is, how many arrows you have in your quiver, how heavy your pack is, how many spell components you have remaining and all sorts of other resource issues that drive your actions and decisions. No matter where you look in this system there are uncomfortable limits and restrictions. There are no character “builds” that let you circumvent the harshness or avoid the discomforts. The result is that players form comraderies in much the way soldiers do in war because the only way to truly survive, maybe even excel is through teamwork, the only way players can accept their circumstances is by suffering them together.

This of course can be seen as a major drawback as well. Adventuring heroes suffering anti-climatic deaths does not exactly make for a tolkein fantasy or fond memories. Sometimes the game is just a bit too real to be fun, a not all together uncommon complaint about AD&D.

The 2nd main focus of the game is emergent narrative storytelling. AD&D has a lot of charts and DM’s are often asked to let the events of the game unfold through the use of tables, encouraged to embelish these events and allow the chips, or dice as it were, to fall where they may. That is not to say that everything should be randomized or that the game is pure random chance, but the game is setup in such a way as to ensure the players are working against a structure rather than pure DM fiat.

These rolls are often measured against character attributes and abilities, which ties into the 3rd unique element of AD&D I will talk about in a minute, but the principle concept is that you do not just roll when you “do stuff” to see if you succeed, but you often roll to see “what happens” in general, how the world around you responds.

You open a chest, what is in it? Is there a trap on this chest? Is there an Alchemist in town? How does the merchant you just met feel about you? Do the Orcs run or fight this round? Rolling the dice isn’t just to see if you can disarm a trap or if you can find it, its very existance may be left to chance. This emergent concept is a foundational element of AD&D.

Forbidden Lands reminded me a great deal of AD&D 1st edition and it shows that there is still a place in gaming for harsh and ruthless survival stories and emergent storytelling. It is a great example of an OSR throwback and might serve as a much easier alternative to teaching the many lessons of AD&D.

With AD&D there are rolls that determine the input or outcome of a narrative. Maybe killing the chieften scares the rest of the Orcs and they run away, maybe it makes them even more angry and they attack with barberic ferocity! The DM is encouraged to let a big part of the story be told by the dice, far larger chunks than one might be accustomed to in a modern game. This in turn creates emergent stories, unexpected events, things the DM could not himself plan or would have even considered adding into the game. This aspect of AD&D creates a sense of danger and the unknown, not just because you as a player don’t know what will happen, but you know the DM doesn’t either. In AD&D very often, the dice do the storytelling.

This too can be a problem, encountering deadly traps and finding nothing in treasure chests while stumbling across random encounters every time you open a dungeon door can be daunting, brutal, unfair even. AD&D run as designed, can be quite suffocating and demoralizing. Some will see it as a challenge, others as unescessary cruelty.

The 3rd and final unique element of AD&D is that the games classes are definitively archetypical and each class deals with a very specific element of the game, offering a group an advantage in the area filled by a character of that class. This is true in B/X as well, but in AD&D there is a far more granular game, hence the class abilities are equally more granular increasing the complexity and types of class roles. A group without a Ranger is likely to get lost in the woods more often, have food shortages when traveling, have longer travel times and so on. A group without a Cleric is going to have a hell of a time crawling through a crypt filled with undead and recovery of the groups health will be dauntinly slow. A group that has a thief will likely end up with a lot more treasure, a lot fewer casualties as a result of traps and will be able to access parts of dungeons inaccessible without their skulldugary skills.

Some cross over exists here and there, but each class plays a key role and in the end each adventuring party will always be missing some element that is relevant to the adventure, some unfilled gap that they will struggle against.

Making each role a pivitol part of an adventuring party means that each player is a critical to the success of the troupe, everyone’s lives are easied by their presence against the horrific struggles of the medievil world you face together.

This aspect of the game is so refined, so poiniant that its become a staple in the gaming world in particular in MMO’s, yet oddly enough as editions progressed forward the game of D&D has slowly evolved away from this principle element to a point where in modern editions of the game its practically non-existant. A party of adventurers in 5e for example will not have a gap in the groupes capabilities because a Ranger, Rogue or Cleric are not part of a party.

This element also adds an aspect of meta strategy. Players that gather to form adventuring troupes are going to be very aware of their shortcomings and their strengths, they will devise group strategies that favor those strengths and avoid exposing their weaknesess, creating a kind of a game within a game. The composition of your party will and does dramatically change how you approach the whole concept of adventure.

Again there are drawbacks to AD&D’s archetype enforcement. At times you might sit down at an AD&D table and be forced to play a Cleric because the party needs one even though you actually want to be a thief, but the group already has one. Their is inflexibility in this rigid structure, the modern game favors players running whatever character class they want and in this is a kind of joy. Sometimes in AD&D, the struggle begins even before you start playing as players bicker over what the party needs as oppossed to simply creating whatever character you want.

Why Play It Today?

For me AD&D does two things, both of which give this game justification as a game to try today, but I would simultanously caution modern gamers that this is a very brutal game, much like Basic & Expert 1st edition is but unlike B/X it’s also very complex and can be a chore to learn and run.

The first thing is that I think the concept of emergent gameplay is applicable to modern games, though modern games don’t encourage or teach it, even though they are perfectly capable of the execution. AD&D teaches you how and when to do this well, so the experience of running AD&D as as DM makes for an exceptional education you won’t find in any other game on a subject (emergent gameplay). In my opinion emergent gameplay is not optional, it is a required element of the game that must be included for the game to be meaningful. The players must know that the fate of their characters isn’t just a DM decision, that the world around them is a living breathing thing, random as it may sometimes be. This is one thing I feel is worthy of your time and effort to learn and learn well and no game will teach you emergent gameplay better than AD&D 1st edition.

Emergent gameplay is an amazing seasoning to narrative constructs because as much as DM’s often think themselves briliant story designers, the truth is that most of us are not. Emergent gameplay creates a natural way for amazing stories to evolve (emerge) and with the right set of tools which the 1st edition AD&D DMG most certainly is, the creations will always be wildly unique inspiring stories you would have never thought to create yourself, acting as a platform for your own inspiration.

The second thing AD&D does really well is that it teaches you why limitations are better than options, a lesson you will never learn from a modern RPG, quite to the contrary most modern games very mistakingly teach the oppossite. AD&D shows you how you can play a straight, tough game, one that might almost seem mean to the players and end up with an amazing gaming experience in which your players flourish despite the hardships. This is because the reality of games of any kind is that victories that are tough to achieve, inspire players to be smarter, better, proactive, involved and curious to test their metal, all elements that become rewards in their own right. The side effect is failure but if you know anything about drama you know that traggedy and struggle produce the best stories which ties in nicely with the concept of emergent gameplay.

I really enjoy Pathfinder 2nd edition as an alternative to D&D, but this is a game that really shows how unwieldy and generic a game can feel when it has too many options and it’s reach to broad. When everything is possible and everything is unique, nothing is unique, the fallout of option overkill.

For me personally AD&D 1e holds a very special place in the DM arsenal. It is chalk full of lessons that simply aren’t taught anymore and should be to both players and DM’s. It is a game written with the voice of a true master storyteller, someone who understood the principle foundations of narrative role-playing.

It does however require an open mind as some mechanics have not aged well (I’m looking at your THAC0!) but a bit of math is a small price to pay for a great gaming experience and the truth is that most of the mechanics that aged poorly, can be easily corrected with a few house rules.

Some of these house rules, corrections and clarifications can be found in OSRIC, a retro-clone for AD&D that makes the game a lot more approachable. I would personally argue OSRIC fails to contain the same mojo of the 1e AD&D DMG, but it does, in plain language sort of explain things that are sometimes heavily hidden in the flavor text of Gygax’s quirky writing and as a practical matter this is quite useful.

Like Old School Essentials which retro-clones B/X rules, OSRIC is a re-edit of the 1e AD&D rules making it far easier to consume and understand the core rules, in essence making AD&D 1st edition far easier to run. You lose that Gygaxian writing that makes 1e AD&D such a fun read, but as a rule reference is really great.

Conclusion

That concludes our first part of the walk down memory lane of D&D gaming history. Clearly, like any fan of D&D I have my opinions and it’s certain to trigger disagreement, but I feel quite confident having played these games extensively I have nailed at least my own experience and perceptions.

Part II is coming soon where I will dive into 1st edition BECMI (Basic/Expert/Companion/Master/Immortal) rules, 2nd edition AD&D and then switch gears to the birth of the modern D&D era with 3rd edition!