Tuesday, April 7, 2020

World Builder to Story Teller

2nd Edition
I have been reading the 2nd edition of the Advanced game published by TSR and WotC. As I have previously noted, my play of the World’s Most Popular Role-Playing Game started with the three Little Brown Books acquired in 1977 and therefore predates even the 1st edition of the Advanced game rules. I mention that because my play of every edition has been heavily influenced by those digest sized volumes in the White Box original edition.
In 1977 as I am embarking on this lifetime hobby of mine, Tactical Studies Rules (TSR) is heading in a new direction with their vision for the game. That year sees publication of the first Basic rules which are aimed at non-wargamers and younger players and TSR president Gary Gygax is working on the Advanced game which is published in three volumes to be released over as many years. Like many who are eager for any new content to add to their game, I would buy the advanced volumes and incorporate much of their content into my evolving style of play.
Emphasis in the original edition, the Basic game and the Advanced game is on the referee or Dungeon Master as the role came to be called, building a setting for the players to run their characters in. Adventures in these early editions consist of the players interacting with the imaginary setting created by the referee through the actions of player characters and referee maps and notes which the referee prepares in advance and includes impromptu rulings by the referee made in response to player decisions during play. The “story” is what develops at the table when player character actions and referee setting materials come together as the game is played.
To continue the narrative of my personal hobby journey, I largely skipped the 2nd Edition of the game when it came out in the 1980s. I purchased the PHB, but didn’t do more than scan through it. Fast forward many years and a friend wants to run 2e. I get out the books and play my first 2e character (which I note is a bit different from the 1e Ranger) in his game.
Recently I have been reading the Advanced 2e books with a fresh perspective - treating the game as something new and self contained rather than an extension of my beloved White Box game. I am struck by several things. Firstly, I will note this is a really good game. It’s pretty well written, tightly edited, contains a number of useful play examples and enough optional material to allow customization within the proscribed areas. It is also carries a different game philosophy than either White Box or Advanced 1e. The 2e game puts more emphasis on playing out a “story”. The 2e DM is responsible for creating a story idea. The player characters are the heroes and protagonists of this story and they are quite necessary to bring it to life, but the DM is responsible for conceiving a plot that forms the basis of play.
In terms of product line development this makes sense. By the time 2e is published (1986) TSR has a number of official play aids available  in the form of adventure modules and settings. The era of TSR novels has arrived with Dragonlance and gamers are thinking in terms of "story" rather than "adventure". The 2e game would see TSR develop and publish a number of detailed settings and the 2e DM is perhaps expected to purchase, read and use one of the published setting products, which each contain a number of story seeds and any of them can be the basis for a lengthy campaign of play.
The transition of the rules to 2e is also a move from away from seeing the referee as the sole keeper of the rules. To a much greater extent 2e places the rules of the game into the players hands by including more rules in the Players Handbook rather than the DM Guide. The DM remains the final rules arbiter and this is stated over and over throughout the three volumes that make up the core rules of 2e, but the game expects the players to be knowledgeable of the rules and to take responsibility for applying them to their character’s actions during the game session.
The Advanced game is evolving at the time of the publication of the 2e rules and the changing role of the person behind the referee screen is a significant shift. Later on 2e will come to include not only setting specific rules as found in Dragonlance and Dark Sun, but many additional supplement volumes which will alter various aspects of the core game including everything from character classes, skills and so many, many options. The way is being paved for 3e which ushers in the new millennium and even more changes in the D&D family of games.

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