If there is a bible for tabletop roleplaying games, it must be Advanced Dungeons and Dragons. Written (or perhaps, compiled) by Gary Gygax and published by TSR Games in 1978, though my third printing copy was printed in 1979. I acquired my copies of the Dungeon Master’s Guide, Player’s Handbook, and Monster Manual from an old guy at the FLGS who was essentially giving them away. He was surprised to learn I wanted them. The crown lies in the gutter.
This player’s handbook apparently belonged to one Kevin Coltrane once upon a time, as his name is written in fading pencil on the upper left corner of the first two pages. There is also a mysterious note on the inside of the cover, “4000gp = 1 cubic foot”. A vestige of an adjudication long past.
One might ask why, what is the purpose of analyzing a rulebook in this fashion? Human history is full of stories that warn of us the dangers of the quick and easy path. Yoda talks about this. More so than any other rulebook I’ve ever used, the nature of the game described as ADnD is elusive and fleeting. To “simply” or shorten the nature of the document would destroy its being. Put simply ADnD is the wisdom you glean from pouring over the strange outlier anecdotes and passages asking yourself, “What the hell did Gary mean by this?”. It’s a book that demands to be studied. It cannot be understood in half-measures or summary.
Foreword
The foreword is written by Mike Carr who is credited as a “TSR Games & Rules Editor”. I can’t say i’ve seen his name pop up in the discourse anywhere. Regardless, the foreword begins by extolling the rising popularity of D&D. I must imagine this was not present in earlier printings, as far as I understand the late seventies were really when D&D began to take off. I found it curious that Carr claims D&D is relatively unique in that it claims the most diverse player base amongst role playing games including women! The horror! Ironically, Gary talked on numerous occasions about how women are generally incompatible with the substance of playing D&D though it is notable that a number of wives took part in the early Blackmoore campaign.
He goes on to acknowledge that this book (The player’s handbook) is not a complete representation of the game and that numerous topics “rightly fall outside the realm of player reference.” What’s notable is that the Thac0 and saving throw tables are included in this definition explicitly here in the foreword. He goes on to claim this knowledge being outside the player’s reach will make it more challenging and interesting. A controversial sentiment in the modern hobby, to say the least. AD&D in general cuts an interesting line on what is and is not the knowledge of the players, and I suspect this will be a topic of constant interest as we continue to talk about these books. Broadly the game has become exceedingly demystified.
He finishes up by talking about etiquette. One of these points stands out greatly as it has become a grave faux pas in conventional play these days.
If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines if you character is going to be included in the adventuring group; be prepared to accept the consequences, good or bad, in any case.
The bold implication of playing in absentia. Pivotal to the health of long-term campaigns but typically outlawed in the modern culture of play. This practice existed and was so common place to warrant acknowledgement in the books in the early days of the hobby.
Preface
The preface is where Gary makes his first appearance. Our Prometheus. He begins by acknowledging the work that went into compiling AD&D and the caliber of the average TTRPG enthusiast. It must have been a far better time for the hobby in 78’. He describes the game as having a major appeal to “persons with usually active imagination and superior, active intellect”.
He acknowledges that he was trepidatious to write this document, as it would place him as a “final arbiter of fantasy role playing games.” Prescient prediction on his part, I’d say. He goes further to acknowledge the necessity of this act. There must be uniformity across D&D campaigns. The remainder of this preface is a careful balancing act wherein Gary attempts to extoll what is and is not necessarily prescribed by the rules versus the individual players and game masters.
Classes are described as being “relatively the same in their abilities”, the relationship between risk and reward must be fair. Intelligent players must have a chance at survival. At the same time he warns that “the unexpected must be the order of the day”. He mentions that the game features no complicated battle systems or nuanced spell systems what would provide joy to eager statisticians, no D&D is a game that is meant to be played. A game that is meant to happen. Concessions are made for balance and distinctness between characters. Things are not “realistic” but they are connected in logical ways. This is your first introduction to “High-Gygaxian”.
The takeaway I think is that the form of the game must be uniform but its nature is flexible. If you want to add new monsters and new items and so on go right ahead. The form implicit to the game is not to be violated, however. Classes will be distinct and balanced, risk and reward will be equivalent. The world of the game will be subscribed to some interior logic, and so on.
Next post, I will tackle the incredibly lengthy introduction and we will talk about attributes and classes. Depending on how long that takes.