Before the Cycle moves forward, I want to take a moment to share how I first met D&D.
In the Fall of 1976, I was 14 years old. I lived on the navy base in Millington, TN. My best friend, John, and I played some Avalon Hill strategy games, Tobruk and Panzer Leader, mostly. At school I had been seeing people walking around with copies of The Sword of Shannara and Lord of the Rings. I didn’t know what they were, but the covers definitely caught my attention – and my imagination. I had also seen guys talking over things drawn on graph paper and rolling dice. I overheard a conversation with a dragon. I couldn’t make sense of it, but I was fascinated.
One Saturday John came to my house, very excited. He told me
to come with him, that there was something going on at the community center and
he wanted me to see it. I didn’t know that John had already sat in on a
session. Obviously, it was D&D, but not just any D&D. It was the
so-called LBB (Little Brown Books) D&D. By this time the first three
supplements were in circulation as well. I was hooked.
In those days, $10 was a princely sum for a 14-year-old, so
the boxed set of the first three books were out of the question. Copying was in
its infancy, scarce and expensive, so John took it upon himself to hand copy
the first three booklets. Somehow we acquired a photocopy of Supplement I,
Greyhawk, and parts of Supplement III, Eldritch Wizardry. After that, almost
all of our time was spent playing.
I have so many fond memories of D&D. I’ve played every
major edition at least once. I eventually scored the boxed set, as well as
Holmes basic. D&D taught me basic arithmetic to a high degree. I learned
how to count the pips on a handful of d6s at a glance. I made enduring
friendships and lasting memories. This “game” has been my constant companion
through every up and down I’ve found my way into. Through its lens I’ve come to
understand things that may still evade me had I not had it.
My beloved game, my steadfast friend, has changed so much
since it first entered the world. Almost immediately, it began to be forcibly
morphed into something it wasn’t meant to be. Its combat system was abstract,
and never intended to be a realistic combat simulator. Yet beginning with
Greyhawk, that was the very role it was forced into. Unfortunately, every
change made in support of that goal, in search of “realistic combat”, required
multiple rules to prop it up. The cruft grew exponentially throughout the
system, and by the time of AD&D, the game I cut my teeth on was buried.
Buried, but not dead.
Supplement after supplement, edition after edition, moved
D&D further away from its simple, yet profound philosophy. I don’t fault
the luminaries that brought it to life. They were answering public demand and
corporate realities. In fact, I’m not even sure they fully comprehended the
lightning they had captured. Yet, they did bolt system after system onto the
simple chassis. As each new system burdened the elegant engine, they sought to
remedy the burden by more systems. Every abandonment of a simple truth required
yet another “fix”. A myriad of classes, combat rules, and alterations to the
magic system came and went. My beloved game, my friend, had become an artifact,
a historical curiosity. It was something to look at and marvel, “How did this
mess ever become successful?”
I intend to rectify that by stripping away decades of
accumulated cruft — not by writing yet another fantasy heartbreaker or
retroclone, but by revealing the original philosophy implied by the rules
themselves. Only the rules from the first three booklets, Men & Magic,
Monsters & Treasure, and Underworld & Wilderness Adventures will be
considered. There may not have been a guiding philosophy while the rules were
being hashed out, but an implied philosophy is revealed in hindsight. It is a
philosophy that is at once robust yet graceful, implied but existential. More than all that, though, it is worthy. It is worthy of respect, not only as an
artifact or historical oddity. It is worthy as a game. It’s not broken, flawed,
simplistic, or incomplete in its systems. It’s worth playing, on its own
strengths, of which there are many.
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