I didn't like the answers they gave.
Of course, this was 2016. Back then, I wasn't worried in the slightest about AD&D (being rather preoccupied with living in Paraguay and raising a 5 year old boy and 2 year old girl). However, if Jason "the Mad Cleric" were to ask me this same set of questions, right now in 2024, here's what I would say:
(02:33) "Have I absolutely lost my mind? Is learning AD&D and trying to go through all of Gygax's modules just absolutely crazy? What are your thoughts?"
I assume that by "crazy" you mean, 'Is this a waste of my time?' Specifically with the context that there have been some half-dozen D&D editions published since 1E and 1E not being supported by the company currently publishing the brand. The short answer is "no." There are plenty of people still playing 1E, plenty of of folks still interested in learning to play 1E. These people are all over the world, united by the internet, and many of them are kids and young people. It is a viable system, and one that is readily available...currently...via 'print-on demand.' In my own opinion, it is the only edition worth playing (I'm a busy guy). Most (if not all) of the editions published since 1E were done so MAINLY for business reasons.
(04:36) "When did you first play? What do you remember from that first experience? What did you take away from it?"
I've detailed my personal history with D&D elsewhere; my friends and I started playing "full AD&D" (i.e. not some hybrid/Frankenstein game) circa November/December of 1984. I played till roughly 1990, when I put it aside in favor of other RPGs. I returned to 1E play in November of 2020, and have played it ever since. With regard to my first experience, I don't remember much specifically, save that it was exhilarating and exactly the creative outlet my friends and I needed. What I took away in 1990 (when I quit the game) was the false idea that one needs the right mix of friends/chemistry to make the game work, something I never thought I'd achieve again. However, I now understand that making the game work is largely a matter of commitment, something that (until I restarted four years ago) I had been unwilling and/or unable to do. As I wrote previously, I now consider it the only edition worth playing.
(10:03) "So how long did you play AD&D?"
Roughly six years the first stint (1984-1990). After that I played many other RPGs NOT named Dungeons & Dragons. I got back into D&D play circa 2000 and back into old edition play around 2009. I've played 1E exclusively since November 2020...however, I've continuously owned and studied all my old books since the days of my youth, so even when I wasn't playing I had plenty of exposure to the system and Gygax's writings.
(12:34) "Where do you think the AD&D mechanics excel?"
AD&D's mechanics excel at facilitating adventure gaming, a type of role-playing utterly unconcerned with "role-playing" (in the sense of portraying some sort of fictional character) or "creating stories" (in a literary sense). It does this by providing the tools...both in terms of mechanics and (what I'll call) "attitude" for long-term, engaging game play.
(15:16) "Tell us how the skill checks would be dissimilar from Pathfinder or another game you might be familiar with?"
With the exception of a handful of highly specific classes (thieves, assassins, monks, and bards) there are no ubiquitous "skill checks" in AD&D. All classes in AD&D have their own suite of capabilities, but the ability scores are not used (unlike post-2000 editions of D&D) for determining "chance to succeed," instead providing modifiers to specific, targeted mechanics. Later books in the 1E series (Oriental Adventures, the Dungeoneers Survival Guide, the Wilderness Survival Guide) offered a rudimentary "skill system" (as the term would be thought of in modern "trad" gaming) based on "non-weapon proficiencies," but these were never integral to the 1E game (being given in HIGHLY OPTIONAL supplementary texts) contribute nothing of note and are (IMO) poorly done. With regard to the "skill checks" of the specific classes mentioned, "thief skills" are rolled using percentile dice; actual targets are based on the level of the character and slightly modified by race and DEX scores...success is accomplished by rolling UNDER the target number; in 1E, "higher" does not always equal "better."
(25:30) "Why is this game, 1st edition, like that [an adversarial, tactical skirmish game instead of a 'role-playing game'], do you think?...and it's been kind of passed down to the other editions...do you think it's because it was written by one guy, and he was a war gamer in the past? And it just kind of bled over into his book? What's your take on that?"
It is like "that" because it was specifically designed in this way; D&D originally carried the subtitle "Rules for Fantastic Medieval Wargames." Modern understanding is poor when it comes to what D&D is and was, let alone its potential. Why was it written as a "war game?" Because it was created by war gamers Gary Gygax and Dave Arneson. The "role-playing" part grows out of game play organically, but AD&D is first and foremost a GAME, as Gygax makes abundantly clear in the text of his Dungeon Masters Guide. People who want to make it something other than "that" would be better served by finding an RPG aimed specifically at the type of gaming their looking for. Plenty of RPGs on the market to meet different needs.
(28:52) "Have you guys actually played any of [Gygax's] modules? Because my understanding...and I haven't read any of them yet...is that a lot of them are just meatgrinders, absolute meatgrinders. And your character's going to die, and there's no time to pause, there's no real storyline to get to the end...is that descriptive of all of his stuff? What have y'all played of his modules? And what'd you take away from it?"
Your "understanding" is poor. Gygax wrote exactly 17 adventure modules for D&D, only 16 of which were written for (or adapted to AD&D (The Keep on the Borderlands was written to be included with the introductory Basic D&D box set). Of these 16, I own all but three and have run 11 of those 13 (I will note that I have run B2 KotB MANY TIMES, but only for B/X, never AD&D...it is not designed for AD&D). I wouldn't characterize any of Gygax's modules as "meatgrinders," with the possible exception of Tomb of Horrors...then again, much depends on how you define the term "meatgrinder." AD&D is intentionally designed to be adversarial, and poor play often results in character death; if your only experience with D&D play is a latter day edition in which death is rare (5E, for example) then, sure, you might consider ANY of the old TSR modules fairly bloody (with the notable exception of UK1). Gygax's modules specifically apply pressure and challenge in masterful fashion to provide a rich gaming experience; his adventures are widely considered some of the best published, and I don't disagree.
(33:57) "Do you think players today would have patience for that [losing a high number of PCs...like one for every 1-2 hours of play...to in-game "death"]? Do you think people would be like 'this game sucks, let's play another game?'"
Having introduced the AD&D game to MANY players over the years, some as young as 9 or 10, my experience is that players love AD&D and are just fine with the level of danger it presents. And I kill a LOT of PCs in my games...I don't really 'pull punches' when it comes to running D&D. However, losing a character every 1-2 hours is pretty exorbitant...my players (all under the age of 14) can go many sessions without losing a PC to death. 1E is actually quite forgiving compared to OD&D or the various Basic D&D games and their clones: higher PC hit points, more clerical/healing magic, and a negative hit point "buffer" all provide AD&D characters with more staying power. And yet TPKs still happen (when players really screw up)...and that constant threat of death makes the game experience very fun, even as the plethora of "raise dead" options means a beloved character can usually be brought back to life...for a price. No, I don't ever hear cries of 'this game sucks' at my table.
(39:39) "You don't hear about a lot of people that are playing 4th edition saying, 'Hey, I'm going back to 1st edition because it was so awesome, and that was the game that was so much fun!' So what about AD&D is just not good? Like, what is it that was a misstep, that you're so glad they fixed...in 2nd edition or some later form?"
You don't hear a lot of 4E players saying they want to "go back" to 1E, because many of them...like YOU...have no experience playing 1E. They started with 4E...or 3E or 2E...and, frankly, don't know what they're missing. Others may have started with 1E but are slaves to playing whatever new hot edition is supported by "the company" and don't have the gumption to stick with something "outdated." Still others played 1E poorly...or had poor experiences with the system...and have never experienced the edition's full potential. Again, what you may not understand is that the company moved on from 1E mainly for business reasons: TSR ousted Gygax from the company but he continued to collect royalties for any book that carried his name, and 2E was a means of breaking that financial leash. But after Gygax's removal, TSR largely became a paperback novel publishing company (rather than a game company) and the quality of gaming material went down the tubes. 3E was published after TSR was purchased by WotC and a new system was designed to rehab the brand using "modern" game mechanics. 4E was published to give the company a cash infusion (i.e. forcing players to re-buy the new core books) and to capitalize on the MMORPG craze of the time (specifically World of Warcraft). 5E was rolled out as a "great compromise edition" specifically with the goal of recapturing marketshare and brand recognition after the disaster that was 4E. So, NO...1E wasn't "fixed" by any of the later editions. Later editions of D&D have only served to make the game worse in various ways. I have my own house rules...as any long-running 1E Dungeon Master is inclined to have...but NONE of those come from later editions of D&D. The vast majority of later edition changes have only served to make the game worse (although they also served to make the company money).
(44:30) "So...do you think this game punishes players? It sounds like it's a 'DM's game' more than a 'players' game.'"
Again, the game is designed to be adversarial...it is designed to challenge the players. For the challenge to be real (i.e. for the challenge to matter) there must be consequences to failure. If there isn't, then there's little point to playing except mental masturbation. So does the game "punish" players? No, it "punishes" poor play (if you want to call those consequences "punishment;" I don't). But I've found most players ENJOY the type of adventure experience the AD&D game provides.
(47:38) "So, for myself or for anyone else who wants to learn AD&D what advice would you give? And with your advice I'd also ask for your two best house rules that you can remember."
I put these questions to my kids (ages 13 and 10) and they gave great advice: know the adventure you're running, know the rules you're running, prepare to adapt your game to the actions of the players. The house rules they felt were most important included all dice rolls in the open, no PVP ('player vs. player conflict) at the table, no cell phones at the table, and no goofing off. With regard to specific rule tweaks, the two most important ones I use are A) clerics need not memorize their spells ahead of time (they pray for their spell when a specific miracle is needed), and B) spells that are "ruined" in combat (because the spell-caster is damaged during the casting) are not "lost;" spells are only expended upon a successful casting. If I could ONLY change two rules in the game, those would be the ones...and if I could only change ONE rule, it would be the first (regarding clerical spells). Everything else in AD&D (especially racial class restrictions and level caps) I either enjoy or can easily live with.
(56:34) "Do you have any final thoughts?"
So many. 1st edition AD&D may be difficult to parse and figure out, even for an experienced Dungeon Master, but it IS possible. My friends and I did it...at the age of 11 and 12...without any mentoring or parental help. I understand that the rapidly declining literacy of our culture may make this more difficult, but it's still possible. And its embarrassingly easy to teach people how to play (as players), even kids as young as 7 and 8 years old. I grok that some folks may be intimidated to play 1E, but it's really not rocket science, and there are many on-line groups, forums, discords, etc. where one can find advice, support, and help with learning. The game is easily (and cheaply) purchased through P.O.D. sources, and even cheaper if you just want a PDF/ebook. For less than $50, you can buy all three core books (PHB, DMG, and MM) plus a set of dice and you'll have a game that can provide DECADES of enjoyment. It's the greatest game ever published. And it's unfortunate that so many RPGamers...probably the majority...will never figure this out. However, there are some of us out here that are willing and able to help...willing and able to provide whatever knowledge we can, to aid in spreading the love for this game.
Best wishes.
: )