Monday, March 30, 2026

2nd Edition: The Birth Of Customization

Had a reader post on an old post of mine, asking if...with regard to starting a D&D campaign focused on adventure gaming...I would recommend "hacking" 2E (a system the commenter is familiar with) or instead learning 1E. After all, it's not much more than replacing 2E's advancement system with a "gold for x.p." model, right?

Wrong.

2nd Edition AD&D is the birthplace of what I call the customization (or "build") culture. 2E is the first edition of AD&D to support...through its systems...the ability to generate unique and divergent characters. These systems include weapon specialization, schools of magic, priests domains, and rogues' allocation of "skill percentage" points, not to mention non-weapon proficiencies (i.e. skills). Even before the advent of "kits" and the Players Options books (what some refer to as "AD&D 2.5"), 2nd edition was providing players with methods of building characters that were special. Even the methods of ability score generation offered a primitive point allocation variant ("Method VI" of the 2E PHB).

Contrast that with first edition AD&D, in which character creation is a matter of rolling and placing one's ability scores, picking a class-race combination for a set of options, and then buying equipment, generally based on the character's (limited) number of weapon proficiencies. That's it, as far as "choice" goes. Heck, even the spells in a magic-user's spellbook are randomly generated. Pretty quick set-up to get down to play, all things considered.

Why is 2E's customization bad? That's the question that all 2E (and later edition) aficionados are bound to ask. Isn't the ability to create ultra-specific, unique characters a "good" thing? Isn't variety the "spice of life?" Don't we want to give players MORE options, not less? Didn't YOU, JB, say that one of the problems with running a BASIC D&D system over an Advanced one was the LACK of variety for sustaining long-term play interest?

Here's the skinny:

When I sit down to run a game of Dungeons & Dragons, I want the players focused and engaged on the task at hand...specifically, facing the world/adventure, working together to further their common goal of surviving and thriving in a hostile fantasy world.  The character is nothing more (or less) than a player's vehicle for exploring the game environment. 

Customization promotes an inward-facing disposition. Excessive options for character choice encourages players to focus on themselves, their own individual needs and wants, distracting from the objectives of play. For the players, the more choices presented for character "builds," the more that attention is drawn away from the exploration/experience of game play, focusing players (instead) on the 'game-within-a-game' of character construction. 

Character building is not the game.

Couple THAT with an advancement mechanic in 2E that provides different, conflicting objectives of reward-based play among PCs of different class category, and you have the makings of a game that is both divisive and narcissistic. Certainly it is both those over the long-term, and (in my admittedly limited 2E experience) fairly quickly from the start of play.

The potential for making special and unique players also produces ATTACHMENT in players towards their characters...another unwanted development. Attachment is a bad thing. It leads to hard feelings when "bad things" happen to a character. It leads to DMs "fudging" dice rolls (something that leads to a loss of trust in a DM and a complete loss of integrity in a game) in order to "save" favorites...or to forestall bitching-moaning from players. Of course, with the extra burden of a more detailed character creation process, fudging or "dialing down" challenge may already be on the table, because no one wants to wait around for a player to create a new, detailed, uniquely customized character...50 page backstory or not.

Later editions have, unfortunately, only compounded the problem of customization, adding MORE options and MORE choices for the creation of even more "unique" and specialized characters. Feats. Skills. Prestige classes. Class "tracks." Class "builds." Point-buys. For some players, character creation and character development IS the game. It is no wonder that the soap opera style of play favored (and supported) under the 5.5E rules is so focused on creating drama and side-stories and 'character arcs.' 

The game, as currently promulgated, ain't about "adventuring." 

So, yeah: the advice I gave to the reader was to skip any attempt at "fixing" 2E and (instead) just diving into 1E. It's more than just the divisive experience point system that is an issue...it's the whole paradigm shift to character customization which MORE THAN DRAGONLANCE is the root cause of the game's fall from a fun game of fantasy adventure to amateur improv night at the kitchen table.  You don't think there are enough PC "options" in the 1E PHB? There are some 50 different class/race combinations (including bards and multi-class characters)...how many different options do your five to seven players require?

Focus on the GAME, not the character. Character is not the game. Character is the vehicle for playing the game. AD&D is great for people who want pulse-pounding adventure. Why waste that just so you can show off your "original character?"

Woo-hoo! Look at me! I'm
soooo special with my
longsword specialization and
my horsemanship NWP. Right?!


Saturday, March 21, 2026

Nuts-And-Bolts

Had an email from a GM earlier who reaches out to me for occasional game advice/suggestions. In addition to wishing me well with my recovering wrist (it is recovering...slowly but surely), the GM mentioned they are "getting better [at GMing] with each game" played. 

Which is awesome...duh. If you have a calling as a GM/DM, you WANT to see improvement in your craft over time. Imagine how frustrating to love something and then struggle in futility with it for years (or more).

Last December, I wrote (briefly) about the number of YEARS it took me to learn how to run AD&D in (what I consider) an "adequate" manner. Not "great;" probably not even "good," really. But definitely adequate. And, it should go without saying that I'm judging "good" and "great" by what I know NOW...with the benefit of decades spent in this hobby, watching DMs both good and...not-so-good. When I was 15, I (and my players) would probably have called myself a "good" DM, if not a great one.

My, how low we set the bar back then.

But we were kids. And I'd guess that our MAIN concern at the time was simply one of FAIRNESS. Was the DM acting as an "impartial arbiter of the rules?" Or were they being an asshole? Concepts of 'storytelling' and dungeon design theory were definitely NOT concerns for us back then. Could the DM be trusted to play by the rules and not be a jerk...THAT was the main concern. 

Now...well, I have some higher standards. Because I'm older and wiser and (somewhat) more mature then I was. Funny how that happens. If you'd asked me a decade ago, I'd probably say I'd LOVE to be transported back to my teens or twenties with all the knowledge I have now. But now? I'd say I rather like being the age I am, even though it means I'm balding on top, my eyesight is going, and I don't heal as fast as I used to. 

[the eyesight part is the one I struggle with the most]

I rather love where I'm at in my life, despite the challenges that this decade brings (every decade of one's life brings challenges, that's just how life is). But this is a fun one right now. Kids not quite adults, but on the cusp of it. Routines settled into some sort of semi-organized chaos. Yeah, money's tight and you can't eat out like you used to, but I've really learned to enjoy cooking at home. Every day is a bit of a struggle, but you know and understand what the struggle is all for...there is value and meaning and purpose. It's kind of wonderful.

Anyway.

It takes time and effort to learn how to do things. For [reasons]. I've been reading up on the lives of famous guitarists. And the thing they all have in common is how much they worked and worked and worked at their craft...for hours and hours and hours, before they achieved any type of success and even afterward (if they had any consistency or longevity). I used to own a guitar...I used to be able to play a few chords on it. I wrote a couple-three songs even (for one of my former bands). But I never spent hours upon hours over days and weeks and months and years becoming skilled or even competent as a guitarist. I didn't care much for playing the guitar. It wasn't a passion for me...it wasn't even fun. For people who become virtuoso musicians (with any instrument) there has to be something that drives the person to immerse themselves in it. Maybe they love the instrument and the music it produces. Maybe they see it as a means to an end (i.e. a career). Maybe they simply have nothing else going on in their lives/brains. 

In the end, none of those motivations matter. All that matters is the time and effort put into honing one's skills. You do something 40 or 80 or 100 hours per week, and over time, you WILL get better at it. 

As a teenager, I worked at fast food joints over summers. I got really, really good at making a Burger King "Whopper." Even today (decades since I last stepped into a fastfood kitchen) I could put one together in seconds...probably blindfolded if I needed to. In a way, it was a complete waste of time, since I never aspired to being a lifelong "maker of BK burgers." But I use the example of how one can train themselves to do something, just by putting in the hours regardless of motivation. We learned to read and write and walk and talk the same way. I worked at another career...a much more complicated one...for fifteen years and learned to do THAT in my sleep, too. Could probably still do most of it, if I were to go back, excepting the technology has probably changed.

D&D...specifically Dungeon Mastering...IS a passion and calling for me. I don't know why, but it is. And because of that, I've spent long, long hours reading and writing and playing the D&D game for DECADES. Just like those virtuoso guitarists, I spent hours locked in my room with my dice and my books. To the non-gamer, this probably seems ridiculous...all the skills I could have been learning instead. Whatever. The heart wants what the heart wants. I wanted RPGs...many of them. And reading them, playing them, absorbing them, burning them into my brain's neural connections...that's what I've done over the majority of my life. And to the person who does enjoy and appreciate these games...well, my dedication in gaming circles is usually recognized, if not respected.

Which, by the way, doesn't matter to me. The heart wants what the heart wants.

And so we come to AD&D: a vastly complicated game by the standards of most games played around a dinner table, but the bulk of its rules still (mostly) fit in two slim hardcovers. Seriously. If you were to set the magic item descriptions and optional appendices aside, the DMG would clock in at the same number of pages as the PHB...about 250 pages total. Compare that to the 5E where the PHB alone is 300+ pages. Can you grind 250 pages of rules? Study them, learn them, burn them into your neural cortex so they're as ingrained as the plot of your favorite television series or the procedures in your favorite spectator sport? Can you do that? Or is it too much to ask?

Spending hours...TIME...grinding is, as said, the key to building skills. It's those "nuts-and-bolts" that are the most important part of mastering one's craft. You may have a tremendous imagination and a penchant for 'storytelling,' but if you don't have the nuts-and-bolts of the game nailed down, that's all for naught. 

You want to write songs? Better learn your scales.

It becomes amazingly "simple" to DM a session of AD&D if you put in the work learning the rules of the system. The rules of AD&D exist to describe and define and delineate the possible actions the players take in the (imaginary) "world." This is why...when running...I don't care overmuch about my players' depth of knowledge. I describe situations and ask what they want to do (occasionally presenting options)...and then I lean on the rules of the game to adjudicate results. I don't negotiate with my players...there isn't a need. I don't hem and haw and consider "what would be fun" or "story appropriate" for the session. I allow the players to immerse themselves in the game world, and then I use the engine of the system to drive the car. It's knowing the nuts-and-bolts that make this possible. 

Don't worry about being a good Dungeon Master. Focus on learning the system. Do THAT and everything becomes a whole lor easier.

Monday, March 2, 2026

Busy & Battered

Apologies for the lack of posting. Most of February was spent between volleyball (I am coaching my daughter's team) and "house stuff," with the bulk of my time being spent on the latter. My mother's house, my family home, the house I spent the most years in (especially my formative years) officially went on the market last Wednesday. Offers should be coming in by Tuesday (there's been a LOT of showings the last few days). 

I have a lot of emotion and memory attached to that house. Letting it go is extremely difficult.

The volleyball is less difficult, although I managed to absolutely wreck myself on Friday. We were doing "box jumps" and the 30" box I was standing on to demonstrate slipped out from under my feet dropping me on ass, causing me to severely sprain my left wrist and rendering me mostly "one-handed" the last couple days (bashed my lower back, too, but ice and rest have mostly taken care of that). Extremely dumb, and extremely inconvenient...even typing hurts (currently doing so with an ice pack wrapped tightly to my hand, but I'm about to change back to my wrist brace). At least it doesn't seem much worse than a grade II sprain...the frustrating pain is constant, but after two nights rest I have most of my range of motion back, despite the swelling. Haven't (yet) gone to see a doctor because A) I'm a stubborn ass, and B) what are they going to do besides charge me for x-rays and give me a cheap prescription for opioids? 

Sorry, no. I've been through that drill before.

But it's a pain in the ass. And while I'm managing it with bracing, ice, and the occasional dose of Advil, I'll probably go see the doctor tomorrow if I'm not back to "functionally two-handed" by tomorrow. Yesterday I couldn't even use a pepper grinder. Today, I can turn doorknobs with my hand...if necessary.

The vball season is another story I don't really want to expand on at this time. We're working on it. Let's leave it at that for the moment.

Having taken care of my mom's place (for the moment...once it's sold I'll have the whole other headache of paying off the creditors, dividing the assets, dealing with my brother, and worrying about the tax crap), I can again devote some time to gaming interests. I have yet another Cauldron convention coming up in seven months and I am, at the moment, registered to run no less than EIGHT different adventures, including the third installment of the ever-popular "Blackrazor Cup."

Seven months is not a lot of time to write that many adventures.

Fortunately, I only have to write...mm...six of them (two I have to test and prep, but they should be good to go), and three of those are half (or more) written. But...it's a lot. Especially assuming I want to do a decent job with them. The BRC adventure is especially troubling as it's going to be a little nutty and the map is...intimidating. For ME, that is...designing it to be useable to the tournament DMs while still accomplishing what I want to do is a bit of a conundrum. But I just haven't had much time to devote to the thing the last couple months.

Still, other than that, I expect MOST of these to be fairly straightforward designs. Maybe not. Ugh. I'm sorry...I'm being cryptic. I just don't want to give too much away, as some of my blog readers might well be playing in these adventures down the road. No spoilers!

AND...I'm thinking about cutting down the slate anyway. I'm taking Diego with me to Cauldron. He's excited but also a trifle nervous. He feels like he'd be less intimidated to play at other (non-Papa) DMs' tables if I was alongside him as a fellow player. Totally understandable, though I think he underestimates himself. But I'm considering cutting down on the number of sessions I run, and (instead) rolling through some other folks' adventure sessions. 

Maybe. I don't know, I like running games...much more so than playing a PC. They are two different activities, each providing their own (different) 'thrill.' And I like the thrill of being a DM more than the thrill of being a player. Perhaps because, at heart, I am just a petty tyrant. Perhaps it is because I have "trust issues," and simply can't trust anyone other than myself to run a decent game. Perhaps. Perhaps I'm just worried that I'll be a lame-ass player (whereas I'm a fairly proficient DM) and I'm just afraid of looking bad. 

*sigh*  Something I'll have to ponder on. I guess.

All right...that's enough of an "I'm-not-dead" update. Next time I post, I'll try to have something more substantive to say.

[by the way: just reading back through my December blog posts, there are some good essays in there. For readers wanting more than adventure 'reviews,' I'd suggest checking out my posts from the last couple months of 2025]