Thursday, April 2, 2026

B is for Books

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, every day of the week except Sunday. Our topic for the month is Advanced Dungeons & Dragons: how to approach it, how to run it, how to enjoy a system that deserves to be played NOW, nearly 50 years after its inception. Consider this a 'crash course' in the subject]

B is for Books...specifically the books you need to run the game.

AD&D is a game and, as with any game, it has instructions that explain how to play. Yes, I'm sure that seems elementary, but you'd be amazed to see how many people post on Reddit the question "how do I learn to play Dungeons & Dragons?"

How indeed.

If you've played D&D before...any version of it...you can probably jump right in to the core instruction manuals (we'll get to those in a moment). If you know nothing (or next to nothing) about the game, I strongly suggest picking up a copy of the D&D Basic Set Rulebook (a 64 manual penned by Tom Moldvay, available in PDF form for $4.99) and read that first. It is a quick read and excellent overview of the basic principles of the D&D game with entertaining (and fairly spot on) examples of game play. Reading this first will give you a basic lexicon for understanding the Advanced version of the game.

Okay...you have the basics under your belt? Let's get to it.

To play AD&D you need a total of THREE books, although I use (and generally recommend) five. The core instruction manuals are:


Armed with these three books, you can play AD&D for literal YEARS. Possibly decades. All the instructions you need are included in these books.  Each is available in both print and PDF form, and while the PDFs will only cost you $9.99 each, I'd save up for the hardcovers...you'll want them for use at the table. Electronic devices can be terribly distracting.

The other (optional) two books I suggest purchasing are:


These additional tomes are bestiaries, like the Monster Manual, providing additional monsters for your campaign, many of which are strange, horrific, or extra-planar in nature. The MMII, especially, contains many monsters first presented in "classic" TSR adventure modules, as well as a number of "normal sized" critters (when you want stats for a rattlesnake instead of a GIANT rattlesnake). Both of these books provide expanded random encounter tables that include the new inventory, and the MMII has several additional tables (including expanded ability scores) which render the need for books like Deities & Demigods/Legends & Lore obsolete.

[the procedure given for the dracolisk's gaze attack in MMII can also be useful for other gaze attack monsters, like the medusa and basilisk of the original Monster Manual]

There are many other books published for AD&D, including the aforementioned DDG/LL (the same book, just published twice under different titles), the Unearthed Arcana, Oriental Adventures, the Manual of the Planes, the Dungeoneer's Survival Guide, and the Wilderness Survival Guide. None of these are necessary to play AD&D, most have few new rules or procedures, and many of these new rules/procedures are decidedly detrimental/harmful to the game if adopted. When preparing to run your AD&D game, I would steer well clear of these, only picking them up later as curiosities to (occasionally) mine for idea.

Of the "core books," you should begin with the PHB. It describes the basics of character creation and provides all the information a player might need to know. I mean that quite literally. You will not find (for example) combat tables or saving throw matrices in the PHB, but in actual play these target numbers are generally given by the Dungeon Master. On the other hand, players need to be aware of their own skill percentages (for thieves) or casting times (for spell users) in order to make informed choices regarding actions...these you WILL find in the PHB, along with descriptions of each class and race's capabilities.

Read the PHB up to the beginning of the magic section (page 43), and then read the introduction to each of the four spell casting types (cleric, druid, magic-user, and illusionist). Glance through the various spells, but do not bother reading them in total at this point...instead skip to the section SPELL CASTING (on page 100) and continue from there, all the way to the appendices. Pay especial note to the SUCCESSFUL ADVENTURES section (pages 107-109) which is essential reading for all perspective players and which negates the need for any so-called "Session Zero."

There are five appendices in the PHB, only three of which are very useful: these would be Appendix I (Psionics), Appendix II (Bards), and Appendix IV (Known Planes of Existence). While these are technically "optional" (it is an individual DM's purview whether or not they are acceptable to the game), the AD&D game assumes their presence...many iconic monsters will be lesser threats without Psionics, and if your game lacks interplanar excursions, you might as well be playing Basic D&D. As for bards, I find the class in this form to be a quite entertaining and useful addition to the classes already presented. That being said, all three of these things are best incorporated AFTER your game has been up-and-running for a few months.

Individual spells will be read and studied as needed.

Having absorbed the information in the PHB, you can now begin your study of the DMG, perhaps pausing first to browse the various creatures of the Monster Manual (it doesn't help to read about the challenges of employing a lizard man or the structural damage inflicted by a stone giant if you are unfamiliar with these creatures). You should immediate note several important things about the DMG:
  1. The DMG is structured so that its sections parallel the PHB...they are meant to be read side-by-side, in tandem, with the DMG elaborating on the information already presented.
  2. The DMG contains an extensive index that is applicable to both the PHB and the DMG (DMG references are always listed first, in boldface). This index will be a lifesaver when it comes to learning the system...and in actual play...until you've become familiar with where all the various bits and bobs are located in the books.
  3. The DMG contains a detailed glossary that provides definitions of many of the author's obscure references and abbreviations, not to mention specific game terms. This, too, is an invaluable aid in learning the system.
Much of what you will find in the DMG should feel very similar to the systems you're already familiar with (either from reading the Basic D&D rulebook, or from delving into other editions of the game). Much of the information within the DMG will only become truly useful as your game develops over time: you will not need information on hiring armies, building castles, and traveling to other planes when you first start your AD&D game...and God help your players if you feel the need to break out the disease and parasitic infection charts right from the get-go!

What you WILL need to run your AD&D game are the following:
  • a comprehensive view of character creation (pages 11-13). Pick ONE method of generating ability scores (I've found Method I is simplest and yields the best results), and pay attention to height & weight (tables actually given on page 102) and age. You might also want to read Gygax's essay on page 21 to forestall players wanting "odd" characters of the kind found in later editions of D&D
  • a full understanding of armor as it relates to encumbrance, movement, and combat (pages 27-28)
  • an understanding of TIME in the game (pages 37-38)
  • acquisition, recovery, and casting of spells (pages 38-40); as with the PHB, spell explanations (elaborations on certain PHB spells) will be reviewed as needed
  • certain dungeon procedures related to sight and hearing (pages 59-60)
  • comprehensive understanding of COMBAT procedures (pages 61-82); skip the insanity parts
  • comprehensive understanding of EXPERIENCE procedures (pages 84-86); while not explicit in the DMG, I STRONGLY recommend dividing treasure x.p. evenly between surviving party members, as outlined in Moldvay.
  • you should read with serious attention Gygax's notes on the CAMPAIGN (pages 86-100). Of special note are his essays on monster placement (pages 90-91), treasure placement (91-93), first dungeon adventure (96), dungeon procedures with regard to traps and doors (97), and the example of play (pages 97-100). 
  • a good understanding of how to run NPCs, including monsters, as given in pages 102-105. Pay attention to prices given for NPC spell-casters (103-104), as this will be your guideline for players who want to pay for healing or curse removal.
  • a solid understanding of the USE OF MAGIC ITEMS (page 115); please note that this section also contains very important information on energy (level) draining monsters.
  • a 100% understanding of how to read the magic item tables that begin on page 121, especially the difference between experience point value and GP sale value (please also review the notes that follow the scroll table, and the asterisked note that follows the rods, staves, and wands table). Each specific section of the magic items gives an overview of its particular category (potions, rings, armor, etc.) and these overviews should be studied and understood. Individual magic item descriptions can be reviewed as needed.
Following this we come to the various appendices of the DMG which, as with the PHB, should be considered mostly optional. Yes, even the wandering monster charts are only guidelines...DMs can (and probably should) create their own random encounter charts based on their personal setting and design; however, these are good places to start.  There are a total of 16 appendices in the DMG (depending on the printing you have...the first printing only included 14, excluding Appendix O and Appendix P). Of these, the ones you will find most immediately useful include:
  • Appendix C (random monster encounter charts)...for wandering monster procedures
  • Appendix E (alphabetical monster listing)...for experience point value of Monster Manual creatures
  • Appendix O (encumbrance of standard items)...the text herein is extremely useful, in addition to the table itself
Everything else is only incidentally helpful and/or useful, with much of it being simply inspirational.  The oft cited Appendix N, for example, provides stories and books that allow one to see the genesis of the various ideas and concepts found in AD&D, but will tell you nothing about how to run the game. For a far better insight into the author's vision (and, in my experience, how the game can look in play) I'd suggest reading Gygax's own novels Greyhawk: Saga of Old City and (more importantly) Greyhawk: Artifact of Evil. Neither fall into the category of "quality literature," but...as stated in the previous post...Dungeons & Dragons is not a 'storytelling' game.

13 comments:

  1. About a year back you had an idea about writing a book on how to play. Is this series of A..Z going to cover most of those topics? JB's AD&D A2Z?

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    1. I'm doing this because I haven't had time to work on the book and because I'm tired of sitting on my hands while NO good info on the AD&D game is being published, podcasted, or video streamed. Someone has to do SOMEthing.

      I'm being the change I want to see in the world.
      ; )

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    2. The Easter weekend is an apposite time to make a change to the world. 😃

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  2. This is a good overview, well it's more than that, but yeah overview works. This is the sort of post you pin somewhere and whenever someone asks, "what is AD&D?" you point them here to start.

    Ok, the Gygax books. They are not good, not really, but they are fun and do exactly what it is you propose they be used for; an example of an AD&D game. And they are fun. They suffer from the same thing all "gamer fiction" does and that is what I call "hearing the dice being rolled in the background" or narrative attempts to make sense of things that work fine in a game but not something you would see in literature.

    I am pleased you are doing AD&D where I was not. You will certainly cover topics I was likely not too.

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    1. There's not enough good AD&D content in the ethers, Tim. I'm sure you could provide plenty of insights of your own, both from someone who played "back in the day" and as an older geezer watching your kids discover the game now.

      But thanks.

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    2. "Older Geezer." My wife, sitting here next to me, thought that was hilarious.
      And yeah, the kids are loving it.

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    3. What would good AD&D content be?

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    4. When I find some, I'll be sure to post about it.

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  3. This is a great primer on how to learn the game. My first experience with D&D (and role playing) was playing the adventure "Slave Pits of the Undercity". The DM was running the game by rules of his own creation, as he didn't own either a players handbook or a DM guide. Hence, it was confusing and seemed arbitrary.

    Some time after, I encountered a copy of the Moldvay's Basic Rules. I loved the cover, the artwork, and especially the instruction on how to play the game. Suddenly, everything started to make sense. This was all to a 6th grade brain.

    I strongly agree with the idea of reading about the class, race, and abilities, shortly followed by reading "successful adventures". DM's are required to do so much - the least that players can do is be prepared with the tools they have available.

    The core 3 books are not only informative, but are a pleasure to read. I agree also with what you say about Saga of Old City and Artifact of Evil - they are mediocre fantasy stories, but they do inform of the author's mind of how to play D&D - and they are a guilty (because I wouldn't want to brag about reading them) pleasure for me to re-read.

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    1. I just reread them...either last year or in 2024. As I said, they are not great literature. But as an insight into what the AD&D game world "looks like" they are the best books out there.

      [I say that having never read ANY of the later TSR offerings. Maybe the Forgotten Realms stuff serves the same purpose...I wouldn't know]

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  4. One sticking point for me, with AD&D, has always been the time-to-create (a character) compared with the survivability of that character.

    I have no problem with either a deadly game, or a game that has a long character creation process, but put the two together and I find it utterly incongruous.

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    1. Hm. Not sure what you mean. I don't find the character creation process of AD&D any longer than the chargen process of, say, B/X. You pick a character species ("race") and you pick weapon proficiencies...but you don't pick languages. Other than the fact that there are more options to choose from, class-wise (11 instead of 7) the most time-consuming bit is buying equipment...which is also the time-consuming bit when it comes to B/X. And B/X characters are far less durable than AD&D characters.

      What is it about AD&D chargen that you find egregiously long?

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