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