NOTES FOR THE DUNGEON MASTER
 
Polyhedron - 1st Ed. AD&D - Polyhedron #6

This is a somewhat philosophical look 
at realism and variants. 

My chief objection to "realism" in any

fantasy role playing system is the simple 
fact that it takes too long. Consider 
taking a simple 1-on-1 combat to a 
state of ultimate realism. 

You determine the energy state of the 
invidividual cells along each of the muscle 
tissues in each portion of the entire body 
of each of the participants. Add the 
myriad of factors involving current 
weather and climate of the battle area, 
and details of the terrain; the overall "will 
to win" of the fighters, based on their 
lives so far, their current emotional and 
physical state; the specific condition of 
each individual element of their equipment, 
and the probabilities of ideal vs. 
actual performance of each element; 
their degree of training in the weapons 
and tactics used plus their ability to 
apply this information-- 

I could go on for pages. The point is, 
how "realistic" do you want to get -- and 
at what price?

The AD&D combat system is not

designed nor intended to simulate realistic 
combat. A completely realistically 
simulated duel would either require more 
knowledge than is currently available, 
even with all our modern knowledge of 
biology, history, the mind, and so forth,

or would be an actual duel: a reenactment. 
We recommend that you NOT choose 
the reenactment option; medieval times 
and techniques were dirty, primitive, and 
dangerous. I'll take modern medicine, 
plumbing, and literature over the middle 
ages any day, thank you. 

The AD&D game system WAS designed 
for our fun, and also with several 
criteria firmly in mind -- including 
playability, entertainment value, self-consistency, 
and many other things. I 
think it's the best system in existence 
when ALL these factors were considered.

In the mid-70s the 1st elements 
of the AD&D game system were coming 
out, and the transition between the 
original and advanced versions was 
confused. I've realized since then that 
they're different systems entirely. As a 
result, I treated the advanced system (at 
first) as guidelines only, and immediately 
decided that casting a magic missile 
spell for a mere 6 seconds couldn't 
possibly use up your actions for an 
entire minute. The resulting variant of 
multiple attacks per round based on 
casting time plus recovery time resulted 
in an imbalance of the game in favor of 
magic-users. Other variants intended to 
increase realism resulted in other 
imbalances. It was quite a mess. 

Everyone's free to make their own 
mistakes. Once I stopped considering 
the "flaws" as "obvious absurdities" and 
looked at (and used) the system as 
printed, I realized that I had fallen into 
the Democratic Fallacy: the attitude that 
my opinion was as good as anyone's. 
This is wrong; the opinions of experts 
and professionals are much more valid; 
this is why they command good salaries 
in the modern business world. The system 
as published is a usable, workable

compromise between the various things 
that make a good game. I don't know 
how I go the idea that I could do a better 
design than the professionals, but I got 
over it. 

This is not to say that the designs are 
perfect. Now that I've been in the 
publishing business for a while, I know 
that there are times when you have to 
compromise between doing everything 
the way you want to, as a gamer, and the 
financial requirements of business, 
legalities, and time. So when you do find 
a flaw, or an area that wasn't fully detailed, 
go ahead and try to work things out. But 
be CAREFUL -- try to make the changes 
and additions fit the rest of the system. 

Here are some definitions, in my own 
terms: a variant is a game procedure 
which is done differently than the 
procedure published in the system. 
EXAMPLE: the multiple-spell-per-round 
system I mentioned earlier; the books 
state that it's to be done an entirely 
different way. 

A deduction is the fixing of a minor 
hole in the system which is repaired by 
considering the phrasing and context in 
which the hole appears, and applying 
the system's logic to fix it properly. 
EXAMPLE: the Area of Effect of the 
teleport spell says "Special"; spells which 
apply only to 1 creature say so, as 
"Creature Touched," "One Creature," or 
something similar; therefore, the caster 
CAN carry another person along as part 
or all of the specified weight carryable. 

A derivative is a whole procedure that 
is never specified in the published game 
system, which must be created in detail 
and usually from scratch. EXAMPLE: 
AC for horses in barding is never specified. <UA details barding
As an unarmored horse 
is AC 7, I decided to award a 10% bonus 
per class of barding (leather, chain, plate) 
with the resultant armor classes of 5, 3, 
and 1 respectively. I'm generous. 

Feel free to use any of the above in 
dealing with the player who complains 
about lack of realism. 

Feel free also to play games in whatever 
form you want, using whatever rules you 
want. But I urge all of you who are using 
variants -- procedures which are different 
than those given in the system -- to stop 
and think a minute: did you give the 
system a chance?

If you did, then great. Fine! GO AHEAD 
and modify things you don't like; there's 
no law that says you have to obey the 
rules of an amusement form like this, and 
there never will be. But note that you'll be 
using the Official by-the-book system in 
any and all Official tournaments, and 
you better be GOOD at it if you expect to 
win.