• Why People Still Play AD&D 1st Edition | Advanced Dungeons & Dragons (TSR, 1977)

    From Ubiquitous@weberm@polaris.net to rec.arts.tv,rec.games.frp.dnd,alt.games.adnd on Mon Sep 14 04:30:43 2026
    From Newsgroup: rec.games.frp.dnd

    Nearly 50 years after its release, people are still playing Advanced
    Dungeons & Dragons 1st Edition. But why?

    In this video, I explore what keeps AD&D 1E alive in the 21st century
    and why many players consider it the purest expression of Gary Gygax's
    vision for Dungeons & Dragons. From its deadly combat and unforgiving
    dungeon expeditions to its unique blend of rulings, world-building, and
    player skill, AD&D remains unlike any edition that followed.

    We also look at the game's cultural impact. This is the version of D&D
    that sat at the centre of the Satanic Panic of the 1980s, complete with demons, devils, occult imagery, and the dark fantasy elements that
    would later be toned down or renamed in subsequent editions.

    Beyond the controversy, AD&D 1E offers something many modern players
    feel has been lost: a game focused on exploration, risk, and discovery
    rather than character builds and rules mastery. While later editions
    expanded and refined the system, they also introduced increasing
    complexity and mechanical bloat. AD&D, for all its quirks, remains
    leaner, stranger, and more demanding.

    And then there's the legendary Dungeon Masters Guideua chaotic, often bewildering book packed with decades worth of hard-earned advice from
    Gary Gygax. Beneath the dense organisation lies one of the most
    insightful collections of Dungeon Mastering wisdom ever published.

    In this video:
    o Why AD&D 1st Edition still has dedicated players
    o Gary Gygax's original vision for D&D
    o Deadly gameplay and meaningful risk
    o Demons, devils, and the Satanic Panic
    o Why some players prefer AD&D to modern editions
    o The brilliance and madness of the 1E Dungeon Masters Guide
    o Lessons modern Dungeon Masters can still learn from Gygax

    Do you still play AD&D 1E? Is it the greatest version of Dungeons &
    Dragons, or have later editions improved on the formula? Let me know
    your thoughts in the comments.

    #ADND #DnDHistory #OSR

    https://youtu.be/sloij8DNm_U
    --
    Democrats and the liberal media hate President Trump more than they
    love this country.

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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Mon Sep 14 11:16:31 2026
    From Newsgroup: rec.games.frp.dnd

    On Mon, 14 Sep 2026 04:30:43 -0400, Ubiquitous <weberm@polaris.net>
    said this thing:

    Nearly 50 years after its release, people are still playing Advanced >Dungeons & Dragons 1st Edition. But why?

    In this video, I explore what keeps AD&D 1E alive in the 21st century
    and why many players consider it the purest expression of Gary Gygax's >vision for Dungeons & Dragons. From its deadly combat and unforgiving >dungeon expeditions to its unique blend of rulings, world-building, and >player skill, AD&D remains unlike any edition that followed.

    We also look at the game's cultural impact. This is the version of D&D
    that sat at the centre of the Satanic Panic of the 1980s, complete with >demons, devils, occult imagery, and the dark fantasy elements that
    would later be toned down or renamed in subsequent editions.

    Beyond the controversy, AD&D 1E offers something many modern players
    feel has been lost: a game focused on exploration, risk, and discovery >rather than character builds and rules mastery. While later editions >expanded and refined the system, they also introduced increasing
    complexity and mechanical bloat. AD&D, for all its quirks, remains
    leaner, stranger, and more demanding.

    And then there's the legendary Dungeon Masters Guideua chaotic, often >bewildering book packed with decades worth of hard-earned advice from
    Gary Gygax. Beneath the dense organisation lies one of the most
    insightful collections of Dungeon Mastering wisdom ever published.

    In this video:
    o Why AD&D 1st Edition still has dedicated players
    o Gary Gygax's original vision for D&D
    o Deadly gameplay and meaningful risk
    o Demons, devils, and the Satanic Panic
    o Why some players prefer AD&D to modern editions
    o The brilliance and madness of the 1E Dungeon Masters Guide
    o Lessons modern Dungeon Masters can still learn from Gygax

    Do you still play AD&D 1E? Is it the greatest version of Dungeons &
    Dragons, or have later editions improved on the formula? Let me know
    your thoughts in the comments.

    #ADND #DnDHistory #OSR

    https://youtu.be/sloij8DNm_U



    I don't play 1st Ed, but instead have made no secret that I prefer 2nd
    Ed... but honestly, that's pretty close. 2E was mostly a streamlining
    of the original AD&D, with easier-to-parse rules (arguably with the
    additional 'benefit' (to TSR, Inc.) of removing Gygax from the system
    during their messy divorce). It's close enough that adventures,
    campaign settings and --indeed-- some rules supplements (like
    "Dungeoneers Survival Guide") can be used without difficulty.

    [In other words, even though you asked about 1E and I
    play 2E, I think I still am qualified to give an answer
    ;-) ;-) ;-)]

    Why do I stick with these creaky old rules? Because, let's face it:
    they are creaky. As much as I will defend "Armor Class starts with 10
    and goes down" and THAC0, I'll also admit that those systems --and
    many others native to 1E/2E-- are pretty awful. So why do I keep using
    them?

    Partly it's just inertia. I've been playing AD&D for more than four
    decades. I know the system. I don't need to look up anything except
    the weirdest exceptions the players' might dream up. Plus, I don't
    need to reinvest in all new rulebooks for me and my players.

    Partly it is because the crunchiness of the rules --the unrealistic class-system and restrictions on what PCs can and cannot do-- force
    teamwork. Too, modern systems (in my opinion) tend to 'super-power'
    players, giving them almost super-human abilities that don't fit with
    my personal "players-against-the-world' style. I'm not a "killer-DM"
    but if you play in my campaigns, you're going to /work/ for your
    victories (and definitely will need to know when to cut your loses and
    run). Modern versions of D&D trend towards more of a power-fantasy
    game where success is the assumed result rather than the exception.
    I'm not saying this is the wrong way to play (or that you can't use
    the modern rules to play a rougher campaign) but the rules themselves
    are much more player-friendly.

    But mostly? The biggest reason I stick with 2E? It's because I have an
    earnest and heartfelt belief that ultimately... the rules don't
    fucking matter. There is no 'best' system; D&D 5E isn't really any
    better overall than 1E, or than GURPS or OSR or whatever. It's how the
    DM runs the game and how the players interact with the DM that make or
    break a session. I stick with 2E because it works well enough without
    me having to put in extra effort by learning a new system or tweaking
    the player-powers downward, but I could probably get the same
    experience with 3E or 5E rules. Maybe even Rolemaster!*

    [Honestly, my general opinion is that the rules exist to
    keep the players in balance; that the rules are there so
    no one player dominates the experience. Similarly, the
    dice rolls exists to keep the DM in check; they can't
    entirely force their own vision upon the players because
    the unpredictable chaos of the dice will prevent
    railroading.]

    The TL;DR of it all is that it's never the system or edition that will
    make for a better game. It's the amount of work put into the game by
    the DM and players that accomplishes that. If you put the effort into
    it, you can have a great 5E adventure with diehard 1st Ed players, and vice-versa. Pick the one that you and your players are most
    comfortable with.

    You know, unless that system is Rolemaster.** ;-)





    ----

    * just kidding. Nobody can have fun with Rolemaster. It's the
    exception that proves the rule.**
    ** also just kidding. It's got its own quirks, but RM has its own
    strengths and weaknesses like every other system. If it works for you,
    then use Rolemaster. I just like picking on Rolemaster. ;-)


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