Poking around the AD&D GM’s Guide definitely has advice I feel is very counter to a lot of neo-old school thinking.

“The final word, then, is the game. Read how and why the system is as if is, follow the parameters, and then cut portions as needed to maintain excitement.”

1/4

#TTRPG #Gygax #ADND #OSR #DND

“For example, the rules call for wandering monsters, but these can be not only irritating - if not deadly - but the appearance of such con actually spoil a game by interfering with an orderly expedition. You have set up an area full of clever tricks and traps, populated it with well-thought-out creature complexes, given clues about it to pique players’ interest,“

2/4

“and the group has worked hard to supply themselves with everything by way of information and equipment they will need to face and overcome the imagined perils. They are gathered together and eager to spend an enjoyable evening playing their favorite game, with the expectation of going to a new, strange area and doing their best to triumph. They are willing to accept the hazards of the dice, be it loss of items, wounding, insanity, disease, death, as long as the process is exciting.”

3/4

“But lo!, everytime you throw the ”monster die” a wandering nasty is indicated, and the party’s strength is spent trying to fight their way into the area. Spells expended, battered and wounded, the characters trek back to their base. Expectations have been dashed, and probably interest too, by random chance. Rather than spoil such an otherwise enjoyable time, omit the wandering monsters indicated by the die.” AD&D GMG

How very not OSR that is. 🤣

4/4

“A few brief words are necessary to insure that the reader has actually obtained a game form which he or she desires. Of the two approaches to hobby games today, one is best defined as the realism-simulation school and the other as the game school. AD&D is assuredly on adherent of the latter school. It does not stress any realism (in the author’s opinion an absurd effort at best considering the topic!). It does little to attempt to simulate anything either.”

5/6

“ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun and enjoyment of those who seek to use imagination and creativity.”

6/6

“An example of the use of wisdom can be given by noting that while the intelligent character will know that smoking is harmful to him, he may well lack the wisdom to stop (this writer may well fall into this category).”

7/7

@deinol that is actually a good explanation of the difference
@deinol I use to bring this point up to osr enthusiasts back in the day. They are pining for a game that was rarely, if ever, played the way they expound upon.
@randomwizard it has been interesting to revisit the book I learned from 40 years ago. Certainly my tastes have changed.
@deinol OSR people can be a bit like "Thought for the Day" ministers on the radio. They're terribly prone to "What I think Jesus meant to say was..." type thinking. They're devoted to a concept, but it wasn't actually the concept they were devoted to.
@deinol It's amazing how many old-school gamers haven't actually read the book properly.

@golgaloth to be fair, a lot of the old school crowd focus is on B/X or OD&D. AD&D is kinda a minority of play. But it is a weird beast.

I’ve seen quotes from Gygax that says if you aren’t playing AD&D as written, you aren’t playing his game. But his own advice is cut what isn’t fun. 🤷🏼‍♂️

@deinol @golgaloth I mean, AD&D was developed purely as a cash grab to screw Arneson out of his royalties, and written by a man who couldn't organize his thoughts even on his best days (and I believe this was before he could blame that on his cocaine habit). So of course it's incoherent. 5/5 for inspiration, though. Reading that book won't tell you *how* to run a game, but it damn sure made me *want* to run one.

@pooserville @golgaloth

I somehow stumbled through figuring out how to play. Although I quickly moved to Palladium Fantasy. It had skills! And ascending AC [AR] 19 years before D&D. 😅

I can see how a lot of people go back to B/X, written by someone who can make cohesive and comprehensive rules!

AD&D GM Guide is a mess organizationally.

@deinol @golgaloth I had played Basic before, and it was what taught me how to play.

What the DMG did was make me want to build worlds.

@pooserville @golgaloth

I started in 1984 with 4 products. I was 7.

AD&D Player’s Handbook
AD&D DM’s Guide
B1-9 In Search of Adventure
Middle-Earth Role-Playing [MERP]

One of these things is not like the other, and even more incomprehensible than Gygax.

I think it was the B modules that really taught me how to run.

@deinol @pooserville I started with the old Red Box, which was an excellent distillation and sparked my imagination to the possibilities. Then Traveller because I like space stuff. I quickly moved onto my own homebrew world and my own homebrew system that worked off rolling competing D30s for everything and gave some really swingy and interesting results.

@golgaloth @pooserville

Red Box did wonders. The “walk you through a mini adventure” section really helped teach people. It makes it a little weird as a reference, because the first half of the book isn’t as helpful once you’ve done it, but it’s still a remarkably good intro to gaming.

@deinol
I have always stood by the principal that the "rules" of any roleplaying game are, at best, "guidelines".

Anyone who says otherwise is missing the point.

This is also why "RPG" video games always fall so flat. There is no nuance to them, no flexibility, no (dare I say it) soul, no matter how good the storytelling.

#ttrpg_theory #ttrpg

Well, I don't know about that. I have run an OD&D campaign for almost 7 years, as well as Classic Traveller and GURPS at conventions, and I played in various other systems, old and new. I find that carefully applying rules as written has led to the best results for me. If you invite me to a game of Magic the Gathering, but we're leaving out half of the rules and "interpreting" the rest, are we even playing MtG? Can I trust this is the game I signed up for? Rather invite me to an evening of shared story telling. I'm sure that'd be fun too!

Oftentimes, especially with older rules sets, it can be hard to guess what a particular rule might do, but it usually comes together when applied consistently at the table and as far as the classic D&D's are concerned especially so in the long form, multi-faction campaign game. Consistency is probably the key here.

I know I have been disappointed as a player when I noticed rules being disregarded, when they could have been applied easily and it would have made sense to apply them. And I don't mean this in a rules lawyery way. When I know the GM is making a conscious choice - or ruling - in a way that's consistent and supporting the diegetic reality, I'm all fine with it. That's the GM's job. But when e.g movement allowance or shall we say fictional positioning doesn't even have a meaning, what am I here for? That's breaking immersion, and ultimately taking away degrees of freedom. Aren't those games about choice and player decisions?

Pulling off an amazing feat because we all thought it's a fun idea is one thing (and not to bad a one really), but pulling it off within the bounds and constraints of the rules, that's a game for me, and quite a story to tell.

Trust is also an issue, when it comes to my own GMing. I'm tired of rules futzing. I want my rules system to work out of the box, so I don't have to question everything when I try to apply the tules. That's why I'm so fond of GURPS - it eases my mind, I know I can trust it. What Gygax was writing in parts of the DMG might have been an effort to add consistency and trustworthiness to the hot mess that OD&D had become at that time. I think he succeeded for the most part, but failed here and there.

So yeah, consistency, trust, maximum degrees of freedom within a dependable framework of boundaries.

Alright, I could go on, sorry didn't mean to rant. And I don't mind if I'm missing the point here. Happily so I guess, cheers 🍻

CC: @[email protected]

@lkh @rdm

Trust and consistency is definitely important. But role-playing isn’t magic. And even magic there are sets of rules you can decide to play. Magic commander and standard and draft all operate differently.

Or GURPS is an even more perfect example. GURPS is a toolkit to build a game from. Every time you run a GURPS game you leave more than half the system off the table. Are you using space ships? Psionics? Magic? Super powers? Martial arts?

@lkh @rdm @deinol Indeed. That reminds me of the people who say that the reason by Monopoly takes so long and causes so many fights is because of all the house rules.

The rules were written for a reason, and when you think it's fun to add things like "Landing on Free Parking gives you all the money in the middle" (it doesn't; it just means you don't have to pay anyone, which is a godsend in the late game), or landing on Go means collecting double, you're asking for trouble.

The game is carefully balanced to play in a certain length of time, and anything that increases the amount of money in circulation will automatically increase the length of time that the average game takes, which will naturally increase everyone's frustration and irritability.

If you understand that, and you still want to add those house rules, then go ahead, and do it with your eyes open.

It's the same with TTPGS. Rules are *rules*. And they've been carefully and thoroughly playtested and the designers know all the reasons they exist and the implications of them being there. Before you houserule, understand exactly what and why and what effect it's going to have on your game.

In my opinion. :-)

Maybe a continuation of that excerpt from the DMG is in order, too (emphasis mine):
"in the example above it is assumed that they are doing everything
possible to travel quickly and quietly to their planned destination."
The author does not suggest to generally dispose of random encounters. Also:
Know the game systems, and you will know how and when to take upon
yourself the ultimate power. To become the final arbiter, rather than the
interpreter of the rules, can be a difficult and demanding task [...],
for your players expect to play this game, not one made up on the spot.
Well, I don't dig that babbling about ultimate power to be sure, but he definitely is onto something with "know your game systems".

Also, I do have experienced bad vibes with Monopoly RAW. To my mind it still serves best to demonstrate how disruptive capitalism can be, and if I'm not mistaken, this was the original intent of Elizabeth Magie's "The Landlord Game".

CC: @[email protected] @[email protected]

@lkh @rdm @deinol you're right. And it does so brutally effectively. Particularly the "all properties must be auctioned" rule, which is designed to make the game flow quicker. Unless you get really unlucky with your rolls, it only takes a few goes around before all the properties are owned. At which point, the fate of the one who owns the least of them is generally sealed.

It's not all that much fun, and someone on the old Dicebreaker YouTube channel once commented that the reason he doesn't like it is because there's literally zero player agency; it's all luck. But I put it to you that that's kinda the point. ;-)

@GrahamDowns @lkh @rdm

Try my Monopoly Legacy variant!

After each game, record which player owns each property. Next game, you play your children. Start with $200 and the deeds to your parent’s properties.

Enjoy!

@deinol fave bio of Gygax was “failed writer and ex-shoe salesman.”
@deinol The Old School Renaissance IMO has a lot in common with the original Renaissance, where in an effort to recapture the glories of an earlier era they accidentally dramatically improve on the original, but also reject a lot of innovations from the intervening era that were worth keeping.
yep, this one is really weird, as it's counter to the preceived and ostensible intention of AD&D: standardizing the rules.

Edit: referring to 1/4.
@lkh @deinol I mean, gygax basically just collected a bunch of rules and edited them into a coherent format. From what I heard he never actually ran the game like that himself.