The PDF can be found on my patreon page. I will continue to create the version that's on the wiki, but for those who want a little more, I'll make the effort and keep up the PDF file as well. It's a little more bothersome than cut and paste, took me about three hours today to reformat, but it also looks so nice I think it's worth it.
I have been thinking about other things. The March issue for the Lantern is due the end of this month as an advance copy, so I'll be putting more time to that. Maxwell asked with the last post why I was doing this for AD&D and not for my own version — I gave an answer in a comment, but I felt I should do a better job of it, so let's wade in.
For a year I've been listening to JB of B/X Blackrazor (and others, but mostly JB) pitching hard for AD&D over other game systems. I fully support his agenda; he wants to send the message that in fact the game's only gotten worse since 1983 — and I'll throw in, without let-up — and he feels it best that others know this. "Just try it," he's saying, which is fair so far as it goes.
When I tried AD&D back in 1979, how could I have known there was ever going to be another version? I didn't even know there was going to be an Unearthed Arcana, or that people would get excessively frustrated about clerics that weren't allowed to use bludgeoning weapons. I didn't know "fantasy" was going to get redefined, or that "role-playing" would be, or that the crummy little modules, which none of the DMs I played with at the time used, because they all felt they could do better — and so did we players — would one day become "classics" that people would be willing to play over and over? No, I didn't predict any of that. I assumed these were the books we had, that this was more than enough D&D for anyone, and that where there were problems, well, a little thought could fix that.
Sure, I noticed back in 1980, after I got my copy of the DMG, that the halfling druid didn't have an age roll. I saw that the gnome and the half-elf had no bonuses or penalties to their ability stats, which I thought was stupid given that they were non-humans just like the other four races. I could see with my teenage eyes that there was all kinds of stupid with AD&D. And I don't mean the clerical/mage weapon limitations! A child could recognise those characters had spells, why should they be given all the weapons too? Fighters didn't have spells! They deserved to rule over their section, right? Was obvious.
So in 1981 and '82, once I'd gotten my feet wet as a DM for more than a year, I began "fixing" stuff. I didn't wait for permission — the DMG made it perfectly clear it was already given. I talked over what I wanted to change with the players and we pooled ideas. When we tried the changes, they worked. We did not think someone else was going to come along and fix this stuff! That was crazy! Who would have? Someone else had already invented the GAME... how do you reinvent something that's already been invented?
With lots and lots of stupid, it turns out.
Forty-five years later, my game is still recognisable as AD&D, but obviously it isn't. AD&D is like the property that still faces the street, while I've bought all the back country behind the house and rebuilt this entire living space that only a few have seen. And when they do see it, like JB, they muse, they observe, they say, "Sure, you could do it that way," and then they go back to playing their crappy, shitty, ancient version of the broken game it always was and pat themselves on the back for not player a worse game. Which is, admittedly, a step up.
So why, as Maxwell asks, am I deliberately choosing to teach AD&D and not my game? It depends on how we look at it.
Yesterday I presented Chat's opinion of my approach to Introducing Gameplay without the editorial mode. How about we try it with:
"Where the writing wobbles is less about grammar than about consistency of register and the degree of commentary. You have two voices braided together: the instructor voice that is careful about sequencing, and the polemic voice that wants to settle scores with designers, nostalgia, and bad pedagogy. The polemic voice is not a problem in itself; it gives the book identity. The issue is that it sometimes expands inside a section that is otherwise doing careful, incremental work, and it can feel like a lateral digression just when the reader expects forward motion. For instance, “amateurs throwing soup at a wall” is vivid and memorable, but it also changes the temperature of the paragraph from explanatory to prosecutorial. If that is the intended effect, it should land at structural joints (openings, transitions, or brief asides) rather than midstream, so it reads as deliberate punctuation rather than loss of focus."
Translated, this is Chat saying, "You're making this personal," while in essence arguing that I should be unemotional all the time, if I want to be taken seriously.
That might carry some weight if it didn't smack of the High School teacher that says, "Criticism and sarcasm is fine for Mark Twain, but you're not him, so mind your p's and q's, mister."
In wondering what I'm doing with these lateral digressions and temperature changes, one might consider how a book that purports to explain "how to play golf" works. Instructional books about golf, and a host of other past-times, are full of polemical rhetoric, calling out bad habits, bad teachers, bad traditions and bad advice constantly. The golf pro that writes a book always starts from the premise, "Everyone else is a fucking idiot," then they tone that position down until they're merely polemical and sarcastic. That is all I'm doing here. I could be much darker about AD&D, just as I am being with the White Box set. I'm holding back.
This is a way to express the criticism under the radar. See, I'm explaining every weapon used in detail, but I'm also stating why this collection of polearms in fact makes no sense. I'm highlighting those things that AD&D deliberately sidestepped, like what does a character actually look like, or the illogic of age rolls. If a human cleric can cast the same spells with the same skill and power as an elven cleric, why does it take the human cleric only four years longer than the human fighter to emerge, but 400 years longer for an elf? What are they doing all that time? Not being fighters... or else every Elven cleric would have had six human lifetimes to amass enough points to be 20th level. Humans do it in one life-time. What, are elves just stupider than other beings? Hell, look at the Half-orc. What takes a minimum of 510 years for an elf takes them only 21.
So yes, I'm explaining AD&D. But I'm also showing where all the flaw are... where the rule does not exist, where the rule does not make sense, where the designers have plainly not thought it through, where the game needs attention and so on. Essentially, all the things I noticed the first time when I was 16... and began to fix. And haven't thought about since, because I moved on.
And gawd, there are so many flaws. Flaws that any player has to turn a blind eye to over and over. Assumptions about things that were never explained, that just are, that have to leave any newcomer to AD&D scratching their head. Why does a long sword do 1-12 damage against a giant opponent? Doesn't that just undermine the number of hit dice that the giant's been given? Where's the game value in that? How does having more meat make the mastodon more affected by the same sword swung by the same arm? Is it ever explained? No, you're just supposed to take it on face value. However you swing the rule, it makes no sense. If hit points are meat, then more meat should make it resistant to sword damage. If hit points are fatigue or luck, then how does size affect anything? If hit points are a combat abstraction, then why abstract it in this way for these weapons, but not all the weapons and not all to the same amount?
The minute I took the large-damage model away from my players in what, 1983, the long sword's dominance evaporated. It became just another weapon. Weapons no one would take before suddenly got interesting. The erasure of the rule improved the game overnight, all my players said so at the time.
Anyway, addressing the large-damage column was what I was supposed to write about next today, and I didn't have the energy. So I worked on the PDF instead.
What gets me with JB pitching so hard for AD&D is he keeps referring to it as a "complete" system, which in my opinion it is very far from being(some examples right here in this post). To me the argument doesn't make sense in general, but specifically in comparison to his other game of choice B/X. He talks like the only thing B/X is good for is dungeon delving, like he forgets the expert rules. In my opinion AD&D is comparable to B/X in scope of what the rules actually cover. Oh sure gygax presents more diatribe, and lists, but mostly suggestions of what you could do with the rules with out presenting an actual system (dominion level play as one example(. And when he does present a system that's not in the original rules(and by extension B/X), such as his rules for level training, it's fucking terrible and anyone with half a brain could design something better. Whereas if you follow B/X to BECMI you do reach a more "complete" system in comparison to AD&D, when it presents rules they are actual systems to be used in play and not just lists of things or spitball examples. Whether you like those rules or think they play well, or think they should be expanded is another matter. But honestly to me AD&D is just OD&D with the supplements (mostly greyhawk) compiled and filled with a bunch of diatribes from gygax. There's no rules expansions to things that were missing from OD&D or corrections, nothing really to make it more "complete" besides putting it in 3 single volumes and having some form of explanation of those rules(if you call Gary's ranting an explanation). And in comparison, Mentzer actually did try to expand the scope of the game, whatever your opinion of his work actually is.
ReplyDeleteSounds like I should have written a blog post...
I don't think I have to disagree with this. The introduction so far goes a long way to doing it for me. You're going all the way to the other side, Lance, ignoring that it's clear many of the aspects of AD&D do, in fact, make a "complete system." The toaster makes bread. It's not perfect bread, it occasionally singes the crust, but it does, in fact, toast. You'd have me believe that it doesn't, and worse, that Mentzer does... but Mentzer did not write in vacuum and I'm quite certain that were I writing an introduction to his version, I'd be more hard put to clarify the holes than I am with AD&D.
DeleteYeah I got a bit derailed there. I don't consider any version of D&D "complete" and it bothers me that JB considers AD&D to be so.
ReplyDeleteThough as I said I do think Mentzers version provides more scope, ie completeness in the rules themselves than Gygax ever did. Though it does still lack in many ways, and it's still not "good enough" for me. I'm not saying mentzers rules are better, I'm saying mentzer actually presented rules where Gary just presented "guidance" and random lists
I've taken some time to give this some thought, and to quickly review Mentzer over again, and now I feel comfortable saying that I could not disagree more.
DeleteFirst, he did nothing that was really new. He took the game that someone else had made and boiled it down to its "essentials," which is to say, he flattened the game to a point that the least person at the table could better understand it. He did not provide more "scope," he crushed the size of the game's scope to a point where it would fit in a tiny space. He didn't add anything to the original rules, apart from making a few of them incomprehensible. And most damning, in my book, he didn't ADD to the store of rules the game demanded, in my opinion.
I and it seems the whole rest of the internet seem to disagree on this point. D&D is a GREAT game because one can start a farm, one can trade goods, one can become the king of a country, one can be an actual pirate... except that everyone official attached to the game steadfastly refuses to make rules for any of it. They're too busy telling me AGAIN what a fighter is, or redesigning the fighter, or rehashing it, or ruining it, or chopping it into 30 classes, to actually make rules for ALL THE THINGS AD&D DID NOT DO.
The original, for it's flaws, had actual SCOPE. It failed to attain it, but if the industry had embraced the actual problem, filling in the scope, instead of reinventing the wheel ad nauseum, neither JB nor I would be in the places we are. JB doesn't have the time to do that work; he's got other things to do than spend the rest of his life building out parts of the game that weren't built out, and his position on AD&D is to assume that you, the reader, don't have that time either.
On the other hand, I have had the time, or at least the wherewithal, to try, only I'm such a miserable asshole I'm not getting any far-reaching traction with the work. But I'm not going to "pretend" that Mentzer added jack-shit to the store of things I was looking for as a DM in 1983, BECAUSE HE DID NOT. He only told me things I already knew, in a more sychophantic infantile manner, which I didn't want at the time, and I certainly am not going to praise now, 40 years later.
Or to put it another way if you play strictly by the book AD&D you have to limit yourself to doing things that are outlined by the rules that are actually in the book, and if you want your 'character' (or game piece) to do something not covered by the rules, you either can't or have to make a new rule; that's what I think when the word "complete" is used to refer to the game. And what's worse is in AD&D there are things that Gary claims you can do and gives examples, but then doesn't present any actionable rules that you can use without creating your own rules anyway, which I consider worse than not presenting the rule in the first place.
ReplyDelete"D&D is a GREAT game because one can start a farm, one can trade goods, one can become the king of a country, one can be an actual pirate... except that everyone official attached to the game steadfastly refuses to make rules for any of it."
ReplyDeleteThat's my point, if the game designer(gygax) claims that you can do all these things, and maybe provides an example(but again not an actual rule), then they have left that portion of the game unfinished and therefore incomplete. And of course he saw that the POTENTIAL scope of the game was limitless, yet he didn't provide any real rules that allowed for expanding that scope.
A list of gems and their possible magical effects isn't a rule. A 1 and half column composed mostly of an example of clearing a wilderness area in preparation for building a castle is not a rule it's an example of what you could do, but in very limited scope, all the other aspects of ruling a castle aren't mentioned. I could go on. So when Gary presents these half finished ideas that I have to make my own rules for, well then I could never call that a complete game.
Which is MY point. Gygax at least acknowledged these things. Rationally, he couldn't do everything. Ford did not invent the automobile that existed in 1958 by himself... he put out the Model-T in 1908 and then OTHERS did the damn work. You're bitching and kvetching that Ford should have invented the Ford Falcon in 1909 instead of ever putting out the Model T, because obviously it was just a matter of him working a little harder. And that gap between the Model T and the Falcon (1960), that's how long we've had to improve and expand D&D, and what have we done? What the hell have we done?
DeleteIt's not Gygax's fault that others decided to churn out a different, shittier Mentzer-T nine years after the White Box... Gygax's attempt to build on the Model-T was at least an ATTEMPT.
In any case, you're cherry picking on what "isn't a rule." The concept underlying "proficiencies," that I worked on today, IS a very good rule, and so is the main of the combat system, and the distribution of experience, and the explanation of magic items, and the fabrication of character classes, and the concept of an equipment list, and the concept of spells as, I called them lately, "artillery." You're not acknowledging that nearly everything Mentzer wrote was just redocumenting work that had been done for him by others; he didn't invent the fighter, he just rehashed it. And when he came to the equipment list, he didn't meaningfully expand it; he did what you just bitched about -- a list of stuff that does not include clothing and beer is "not a rule."
I don't know exactly what you're on, Lance, but if your point is that Gygax did a bad job, yeah. So did Ford with the Model T in 1908... by any standard of car making that came out 10 years later. What exactly do you expect from someone making something like this out of thin air?
And for the record, I've used that list of magic gems and their effects, for spell research mechanics. So I for one am glad he included that list.
Running out of comment room.
DeleteMy issue with Gygax isn't that his system sucked; it's that he preened his fucking feathers over it until the day he died, claiming how perfect it was and such. Ford at least knew his Model-T had problems, and set to turn out a new auto every year. Gygax did jack shit the next year. THAT's my problem with him. My problem with the White Box isn't that it isn't perfect, my problem is that people right now praise is as a system that can still be run... like I'll be running down to my Ford dealership right now and buying a... let's see, what's 52 years ago... brand new 1973 Pinto.
Which, admittedly, would still run better than the White Box.