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Started by Ron Edwards, January 30, 2003, 12:51:02 PM
Quote from: Ron EdwardsIt sounds like that #8 with the Beholder in it was one of the Arduin series.
Quote from: Ron Edwards2. A full-sized but slim boxed set labeled "Dungeons & Dragons," with a fairly crude dragon-picture on the front (looks like it was colored by Magic Markers); the rules inside were a stapled paperback with the same picture in blue. If I remember correctly, these rules could take you through third level. Classes included Fighter, Magic-User, Cleric, and Thief, with no sub-classes. The rules mentioned "Advanced Dungeons & Dragons" which would be published soon and to which you were expected to "graduate." I don't remember the author credits on this one.
Quote from: Ron further3. All sorts of support material between 1977 and 1983 or so:....c) I also remember a similar set of pamphlets that presented lots of monsters and spot-rules (e.g. the Beholder in #8), but I don't recall at all whether these were Arduins or something else entirely.
Quote from: Ron then4. AD&D, production values, bookstores ......Three slim hardback books labeled "Advanced Dungeons & Dragons": The Monster Manual (1977 or 78), The Players Handbook (1978 or 79), and The Dungeon Master's Guide (1979)....original Deities & Demigods, Fiend Folio, and Oriental Adventures....
Quote from: Again Ron5. A series of boxed sets in the early-mid 1980s labeled "Basic Dungeons & Dragons," rather nicely produced, including a series of adventure modules as well. I believe each set of the series was level-oriented; the first was for level 1-3, the second 4-6, and so on. At this point, there was no coherent "graduation" concept any more; you either played Advanced starting at first level, or you played Basic (this one) starting at first level. As an aside, this was a remarkably good game and still has a loyal body of continuing-play. Clinton tells me that Gygax is referenced but has no author credits.
Quote from: Next, ValamirI would say that OAD&D could actually be considered to be the 1.5 edition of the game following Unearthed Arcana. I can't say for sure if UA is just a convenient marker for time, or whether the book kicked off the change itself, but following the release of UA the flavor of AD&D changed dramatically.
Quote from: Continuing, ValamirIt was UA that introduced (in an official book of rules) Non weapon proficiencies....
Quote from: Ron EdwardsTo give you some context for this request, I'm suggesting that Dungeons & Dragons role-playing "rules" existed primarily as an oral tradition with many local variants up to the publication of the first set of hardbacks (#4 above), with all the publications before that being essentially expressions and reflections of those variants rather than any kind of prescriptive set of rules in the usual sense.
Quote from: ValamirIt was UA that introduced (in an official book of rules) Non weapon proficiencies, the idea that some new classes could become official (there had always been Dragon magazine classes) and so on. Following UA was the Dungeoneering and Wilderness Survival Guides which are actually a couple of the best sources for crunchy bit sim stuff I've seen (rules for falling that differenciates abrasion from rolling down a slope from impact damage, rules for frostbite and hypothermia, all kinds of stuff like that...I think there was even a table of sunrise/sunsets at different latitudes and a set of weather rules straight outta a farmer's almanac).
Quote from: Ron EdwardsHello everybody,I'm working on a great big essay on Gamism, and it's going to include some detailed analysis of Dungeons & Dragons role-playing. I use this title to include any and all play under this name, which I'm sure you can appreciate means quite a wide variety.