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The
future of the game
What the Second Edition
books will be like
by Gary Gygax
©1985 E. Gary Gygax. All rights reserved.
With the recent publication
of Unearthed Arcana and now Oriental Adventures,
many of the Astute Readership,
as well as
those others so benighted
as not to subscribe
to these Worthy Pages, have
many ques-
tions to ask about what
is coming in the
future for the ADVANCED
DUNGEONS
&
DRAGONS-®
game. Here are the plans I
have projected as of this
writing. While
certain things might change
over the course
of time, the overall projection
should be
reasonably accurate.
A Second Edition is a major
undertaking.
There are corrections to
be made, parts to
be meshed, material to be
deleted or
shifted, and new rules and
information to
be included in such a work.
The first ques-
tion, then, is when does
this undertaking
begin? We anticipate starting
the prelimi-
nary work in mid-1986. The
scope of the
project is such that it
will certainly require
two to three years to complete.
When it is
finished, we will have fewer,
but thicker,
tomes for your amusement
and edification.
It is important to add that
this task does not
preclude later supplements,
changes, and
yet new editions (a Third,
perhaps a Fourth
someday). The AD&D game
system is vital.
It grows, changes, and develops
with con-
tinuing play and fresh ideas.
One day it
might attain the point where
the rules can
be graven in stone, but
I don’t see that
likelihood for some time.
First subject for the Learned
Editors will
certainly be the Monster
Manuals (I and II)
and the FIEND FOLIO®
Tome. The three
books will be edited for
errors and omis-
sions, re-illustrated in
part, color plates
added (also useful as painting
guides), and
certain entries deleted.
Thereafter, all
worthwhile new monsters
found in modules,
DRAGON® Magazine, etc.,
will be in-
serted. An index will be
compiled. Frank
Mentzer is desirous of restructuring
the
order in which information
is given. I am
desirous of presenting creatures
by region
(or plane, subterranean,
and similar cate-
gorical means) so as to
make the work serve
as a reasonable random encounter
reference
as well. It is hoped that
we will have all of
this accomplished in 1986,
but do not hold
me to that as a sworn statement
or promise.
Next? The Players Handbook
and por-
tions of Unearthed Arcana
and Oriental
Adventures, in all probability.
The informa-
tion needed to be a player
of the game
should be contained between
the covers of
one book. We will do so!
Monks as a PC
type will certainly be moved
to an oriental-
themed campaign section.
Assassins will be
reduced to optional status,
or used only as
NPCs, as your DM decides
is best for his or
her campaign. Bards will
be rewritten to
allow a player to start
a bard character as a
bard, and the current system
will be re-
moved in toto.
Any brand-new classes? Sure.
I hope to
get the mystic completed
as a second sub-
class of cleric, and likewise
the savant to
make a second sub-magic-user.
Finally, the
new bard class will have
a sub-class, the
jester
There are bound to be a
few other addi-
tions to the players’ book.
For instance, I
have discovered that I neglected
to include a
fairly common medieval weapon
in both the
Players Handbook and Unearthed
Arcana
— Zounds! What slipshod
research on my
part!
Rest assured that anything
major will be
previewed in these pages
first, unless it is so
late a development that
we will be unable to
do so. I hate to say it,
Understanding Read-
ers, but the new sub-classes
do fall under
that heading. I just don’t
have enough time
to be able to do them as
quickly as is desir-
able. It is most likely
that they’ll premier in
the Second Edition.
Now we have a hefty pair
of tomes taken
care of, a Second Edition
Players Handbook
and a Second Edition Monster
Manual.
What’s next in line?
Pulling apart Unearthed Arcana
and
Oriental Adventures to make
up the new
book for players will automatically
put the
Harried but Diligent Editors
onto the track
of the Second Edition Dungeon
Masters
Guide. Knowing what the
new book for
players will be likely to
contain gives a good
insight into what the new
DM’s book will
cover. Of course the new-treatment
of the
Elemental Planes, printed
right here in
DRAGON Magazine some time
ago, will
be there. More planar details
will certainly
be included as well. Gone
will be random
encounter materials and
monster XP lists.
Psionics . . .a subject
I sidestepped in
both commentaries on the
expanded new
editions. Quite frankly,
I’d like to remove
the concept from a medieval
fantasy role-
playing game system and
put it into a game
where it belongs — something
modern or
futuristic. That is not
fixed yet, and it could
go either way. The new Monster
Manual
will be the key. If there
is nothing about
psionics therein, then you
can count on the
whole being removed from
the AD&D game
system. If you find references
to monsters
with such ability, then
it will remain in the
Second Edition.
Now. . .the DEITIES &
DEMIGODS™
Cyclopedia, recently retitled
Legends &
Lore by others as a sop,
or bowing to pres-
sure from those who don’t
buy our products
anyway. (For those Candid
Enthusiasts who
do not read between my lines,
as they say, I
do not particularly approve
of the retitling
of the work!) Anyway, whether
it is under
one title or the other,
the work will be re-
vised, expanded, and generally
improved to
conform to the new high
standards of the
other books in the system.
“So, Graybearded Windbag,”
you say,
“What is the point of all
this preamble?”
Fair enough! I’ll not take
offense, merely
give you the information.
Statistics on
deities are given only as
a minimum guide-
line for the power of the
individual in ques-
tion when he, she, or it
is encountered for
whatever reason on the Prime
Material
Plane. Those individuals
who have had the
foresight to acquire the
WORLD OF
GREYHAWK™ Fantasy Game Setting
will
understand what I am (eventually)
getting to.
In the above-referenced
work, the various
sorts of deities are detailed
in a manner that
I believe the new edition
of L&L, shall we
say, should follow.
The players’ section of that
work (the
Guide) gives information
on what clerics
and worshipers of each deity
should know
— color of robes, special
interests or re-
quirements, usual location
of places of
worship and type of ceremony,
and so forth.
The DM’s section (the Glossography)
has
the “hard data.” Standard
and non-
standard powers are given,
and these are
typically far greater than
the material in
L&L. Additionally, the
statistics of these
beings are given for DM
knowledge only.
Deity powers are great,
special information
is detailed regarding each,
and the extra or
special spells gained by
their clerics are also
stated.
If the DM considers the power
of plane-
tars and solars as stated
in Monster Manual
II, there can be no question
as to the abili-
ties of those who command
them. Statistics
must be considered in this
light and as a
yardstick for deity comparison
only. The
revised L&L tome must
give more informa-
tion regarding clerics and
followers of each
deity. A separate DM section
should then
deal with the minimum powers
of each
deity, along with a solid
list of the standard
powers typical for each
deity. Spells usable
only by such beings should
be there too! Of
course, the whole is to
be expanded by
inclusion of new material.
An extensive
section of non-human deities
should be
given, so demi-humans and
humanoids are
represented. That should
do nicely.
What we have, then, when
all of this is
completed, is a set of four
books once again:
Players Handbook,
Dungeon
Masters
Guide, Monster
Manual, and Legends &
Lore. Each is far
larger than now, but the
needed information is all
under the cover of
the appropriate tome. While
this plan is
seemingly fine, I foresee
one special diff-
culty, so I’d better confess
it to you now.
We are all what must be
known as “hard
core” gamers. The four books
are quite
acceptable, even a benefit,
to us. But to an
uninitiated person, especially
one interested
in beginning without benefit
of experienced
players, it will be a big
drawback. The
books will be big, and their
prices will be
that too, comparatively
speaking. Sure, the
new edition of Monster Manual
will cost
less than all three books
of creatures now
being sold —but the beginner
doesn’t buy
all three. See the point?
Entry to the AD&D
game system will be difficult
and costly.
None of us desire a shrinking,
incestuous
system. What can be done?
If Players Handbook is made
to contain
only general information
on generating
characters and how to play
them, it be-
comes quite a small work
indeed. Perhaps
with careful study and preparation,
it could
be in the 128-page range.
Character infor-
mation of specific nature
could then be
handled in special works
which detailed the
four basic sorts, with sub-classes,
weapons,
armor, spells, and so on.
No! Not more
books again! Why not? A
one-volume edi-
tion could be offered for
the adepts, while
those desiring to learn
could enter by pick-
ing up but one or two small
books. That is
being considered, Loyal
Enthusiasts, and
you got it directly from
tie. This sort of
system would also enable
us to add more
information from time to
time without
going through a major effort
— no Ump-
teenth Edition, no new big
bucks to lay out
to get the new data!
As usual, your good offices
are appreci-
ated. If you have helpful
advice, go ahead
and fire it off. I do not
promise to reply, but
the suggestions and comments
will be read
and considered as we begin
this project.
Second Edition
Dear Dragon,
I am deeply concerned about the future of the
AD&D game! What about those of us who have
spent $100 plus to get where we are with the
first edition. Will they mesh together? I mean,
will I be able to use the new DM's guide with
the old player's manual?
If not, what can a devout 1st editioner do?
Will you have a way for us to trade our old
books in for credit? Will you continue to publish
1st edition books or supplements?
Gil Kuper
Powhatan, Va.
(Dragon #114)
For an answer to Gil's letter, we went right to
the source -- Dave (Zeb) Cook, who is the Project
Coordinator for the design and production
of the 2nd Edition of the AD&D game. Here?s
what Zeb had to say:
The AD&D game has been around for a
number of years now, and in that time a lot has
happened. A game like this doesn?t stand still: it
grows, changes, and improves. One of the
biggest objectives of the 2nd Edition is to push
the sprawling mass of rules back into one cohesive
shape. This will involve gathering some of
the material that has appeared in other books,
modules, and DRAGON® Magazine into one set
of books. At the same time, there are things we
know or feel are broken. (My pet peeves include
bards, weapon speed factors, and encumbrance.)
These areas are going to receive close
scrutiny, and many of them are going to be
changed.
However, there is no intention to change the
basics of the game! It will be the same game you
know. Ideally, yes, you should be able to use a
1st Edition Players Handbook
with a 2nd Edition
Dungeon Masters Guide. It cannot be a perfect
match ? there are going to be changes ? but
we are not trying to force everyone to abandon
their old books.
I know many players have made a sizable
investment in the AD&D game and that we are
asking you to change your investment. We are
looking at ways of keeping your costs down.
Central to the current plan is to keep the core
of the game down to two books, one of player?s
information and one for the DM. Other books
would be bought by you as you wanted them,
including monsters, extra detail on different
cultures and environments, and so forth. Secondly,
TSR is looking at ways to offer you a
special deal. Many things have been discussed --
coupons, trade-ins, introductory prices, and
more. No final decision has been made yet, but
we know that something must be done in recognition
of our long-time supporters.
Our intention is to eventually replace all the
current hardbacks by 2nd Edition versions, but
this is a project that will take years. Some years
from now there will be new editions of Unearthed
Arcana, Oriental
Adventures, and more,
but it is going to take time! The book you just
bought yesterday or the one you buy tomorrow
will not be immediately out of date.
The 2nd Edition is in no way an attempt to
rob you. As a designer, I want to do it because
the game needs it. It is something that must
happen if the AD&D system is going to grow
and stay exciting and lively for everyone.
Zeb Cook
(Dragon #114)
There were a couple of things
in #114 that
caught my eye. First of all,
I read Zeb Cook?s
comments about the upcoming
second edition of
the AD&D
game with interest. As it stands now,
I own all the first-edition
books to the game, and
most of the modules. In spite
of that, I'd like to
see a revision done. Zeb
mentioned bards,
weapon-speed factors, and
encumbrance as
things that need fixed; I'd
add psionics, the new
demi-humans in Unearthed
Arcana, and double
weapon specialization to
the list. Unfortunately,
the new books are going to
be large (and expensive),
and there's no real way around
it.
What I don't want to see is
Oriental
Adventures
added to the basic rule books.
The culture
and feel of this game is
so different, it works
better as a supplement book.
Finally, Roger Moore?s problems
with impersonators
can be easily solved. Just
do one of
your TSR Profiles on him,
with a picture, then,
all of us faithful readers
will know what he
looks like, right? (Done.
-- Editor)
David Howery
Dillon, MT
(Dragon
#115)
In response to Patrick Goodman's
letter in
issue #117 concerning
the "cleaning up" of the
various AD&D game books,
I have the following
to say. If Mr. Goodman is
upset with the current
state of the game, perhaps
he (and anyone else
who feels the same way) should
switch over to
the D&D® game system.
Although the two
games are very similar and
could be described
as semicompatible, there
are 2 major differences:
complexity and flexibility,
the latter of
which has made the D&D
game my personal favorite.
In AD&D games, we are
bombarded by literally
thousands of rules, half
of which are
ignored by most DMs anyway.
This may be fine
for those perfectionists
out there who strive for
the perfectly realistic game,
but it sacrifices an
important part of the game:
flexibility.
This brings us to the D&D
game. If you don't
like a D&D game rule,
you change it without
having to worry too much
about game balance.
All of those specific rules
are replaced by more
broad and general ones, allowing
more time for
role-playing and using less
time for die-rolling.
Before all of you diehard
AD&D game players
out there start thinking
of me as an idiot who
doesn't know what he is talking
about, let me
say this. I have played
with both systems extensively,
and 9 out of 10 times it
turns out that the
AD&D DM is playing his
own personal simplified
version of the game, which
is usually very
unbalanced.
My basic point is this.
If your wish is to play a
game which requires the DM
to do 9/10ths
of the work, fine, stick
with the AD&D game.
However, if you want to have
a balance of work
between the DM and players
(after all, they
usually outnumber the DM
4 to 1 or
more, try the D&D game.
Bob Hughes
Schenectady. NY
(Dragon
#121)
Patrick Goodman (DRAGON
issue #117) nonwithstanding,
realism is a vital part of
a fantasy
game. It is of secondary
importance to having a
good time, but that is abou
tthe only thing it is
secondary to.
We do not use fantasy to "escape
reality." but
merely to travel from one
reality to another. We
want the rules of D&D
games to be as binding
on our characters as those
rules under which
we suffer bind us.
There must be reality in any
case. We merely specify
the few rules we wish
to suspend or change.
All others remain in
effect.
The presumption in favor of
reality is powerful.
Each rule we wnat to change
adds that
much more confusion into
the situation, making
it that much less believable
(and usually less
enjoyable).
We want to use any game as
a learning experience.
Any game is defined better
if we can use
the knowledge gained in other
fields. While we
can hardly apply knowledge
about how to
conjure demons to our daily
lives, the background
information for a campaign
can be used
from time to time and should
therefore
be correct.
We want to bring in useful
information from
our daily lives. Every DM
has heard players
howl over how unrealistic
a particular rule was
? and quite correctly, too.
This is one of the
ways to start a fight. Everyone
has had the
experience of being told
his character was
unable to perform some action
a hopeless wimp
ought to be able to do with
the greatest of ease.
We realize the advantages
of being more realistic
then. But, in all cases,
we want the advantage
of knowing the rules, which
are assumed to be
the rules of reality.
In net, a fantasy world is
a world where all
the rules of reality are
followed, except for the
very few we change. We want
that world to be
realistic.
David Carl Argall
La Puente CA
(Dragon
#121)
Quote:
Originally Posted by oldschooler
I had heard that at one
time you were planning to make a second edition of Advanced D&D by
throwing together (with a re-edit) all three monster books into one Monster
Manual, and folding Unearthed Arcana and Oriental Adventures into a new
Players Handbook & Dungeon Masters Guide. Is this close to the truth?
I'm wondering what kinds of editing you had been thinking of. Did you personally
use UA & OA a lot in your games?
That's pretty close.
The main exception is that
I planned to have the OA book re-written to get in Francois Froideval's
material, and it, along with a expansion of the Oerth, be a supplement
to the main core of rules.
The Mm would vave been done in two volumes, A-L and M-Z more or less.
I' won't deal with the changes I'd have made as that is meaningless at this point :\
Quote:
Originally Posted by Captain
Loincloth
Second, was there anything you REALLY wanted to do for AD&D but never got the chance?
No, there wasn't anything
critical that was missed by me...other than a proper revision of the AD&D
system.
Don't ask about what i would
have done in that regard.
The effort of explaining
is not worth it, as such is meaningless.
Quote:
Originally Posted by BOZ
i have the feeling that
such a "second edition" AD&D would have gone over a lot better than
the one that actually happened.
Word.
Gary
Jerome Steelsides wrote:
This has probably been asked
before (and probably many times!) but I wonder, what would 2e AD&D
have looked like had you been designing it? Would it have looked like it
did (pretty much 1e with some added bells and whistles, IMHO) or would
it have been completely different? Or, indeed, for that matter, was there
ever a plan for a second edition?
Along similar lines, what do you feel as a designer should be the longevity of a given edition of an RPG ruleset?
----
Indeed, this question has
been posed to me a few times prior to this.
As a matter of fact I was
planning a revised AD&D work, one that would have included most of
the UA book and some new classes--Mystic, Savant, and likely a Jester.
the new work would not have
been akin to 2E, although some expansion and detailing of Secondary Skills
was planned.
That's all I have to say,
and no, I will not go into details of anything I would have added or changed.
The game system belongs
to WotC now.
Cheers,
Gary
Lord Mogrim wrote:
Hey,
Over the years, how often
where you a player opposed to a DM? I gues I will ask the same question
for you current gamming?
I know you have been asked the this question 105 times probably.
Thanks in advance!
Mog
From 1972 through c. 1981
I played about as much as a PC as I GMed some RPG.
From 1982 on I have GMed about 90% of the time and played a character role only about 10% of the time.
Cheers,
Gary
The organization of the
three current Lejendary Adventure core rules books is indeed very much
akin to how I would have presented the AD&D game if it were done today,
but...
<Dogue de Bordeaux, Bordeaux Mastiff or French Mastiff or Bordeauxdog>
<http://en.wikipedia.org/wiki/Dogue_de_Bordeaux>
<Bordeaux was Gary's favorite vin>
DOGS
| Guard dog | Medium Fighter, Large Fighter, Medium Normal | - |
| Hunting dog | Large Fighter, Very small Normal | - |
| Coursing hound | Medium Normal | 50 gp |
| Draft dog / sled dog | Medium Normal, Large Normal | 10 gp |
| Dog-fighting / bear-baiting dog | Small Fighter, Medium Fighter | 30 gp |
| Food dog | Very small Normal | 3 gp |
| Herding dog | Very small Normal, Small Normal, Medium Normal, Large Normal | 20 gp |
| Ratter | Very small Fighter | 10 gp |
| Collar, normal | - | 3 sp |
| Collar, spiked | - | 5 sp |
| Dogsled | - | 50 gp |
EQUIPMENT FOR CENTAURS
| Leather armor/barding | 315 gp |
| Chain armor/barding | 975 gp |
| Plate armor/barding | 2700 gp |
| Vest (with pockets) | 5 sp |
| Food, merchant's meal | 4 sp |
| Food, rich meal | 4 gp |
| Rations, iron, 1 week | 20 gp |
| Rations, standard, 1 week | 12 gp |
| Horseshoe | 5 cp |
| Shoeing, per hoof | 5 sp |
Reduce - Reuse - Recycle