Unlike the slick and stylish current game, the original Dungeons & Dragons reads much like what it basically was - the homebrew work of a team of talented amateurs, more prototype than finished product. It's rough and unpolished, full of unspoken assumptions, shaky on the organization front... but it's also obvious how much enthusiasm its creators had, and it's full of gameplay potential.
Among some of this version's distinctions:
- Instead of a "Dungeon Master", the game is run by a "referee". There's also no indication that rolls are hidden behind a screen (though maps aren't revealed to players).
- The game is not complete unto itself. Officially, they merely recommend you use another game by Gary Gygax, Chainmail. In practice, you need it, especially in combat. (If you plan on playing without Chainmail, be prepared to fill in those gaps yourself.)
- The game relies on the d6 (all Hit Dice are d6, all weapon damage is d6, etc.), though d4, d8, d12, and d20 have roles. The d10 is absent, but the game still expects you to roll percentages... and never explains how. (Perhaps this was common knowledge among wargamers in 1974.)
- A character's ability scores are rolled randomly (3d6 in order) for a player by the referee.
- They suggest you can play with up to 50(!) players, as long as you have one referee per 20 players. This was likely made manageable through a "caller", a single player who presented the group's decisions to the referee... and which only appears in an example of play in Book III, with no explanation. (Another unspoken assumption, apparently.)
- The game has an implied endgoal - accumulate enough wealth and power to build your own stronghold and barony.
- There are no real instructions for role-playing - apparently you're expected to figure it out yourself.
- The game emphasizes that you don't need miniatures (surprising given its roots in miniatures wargames), but measures distances in inches (which translate differently in dungeons and in the wilderness) and blatantly expects the use of maps.
- A lot of things are loosely defined - and they encourage you to make up your own answers to any resulting rules questions. However, certain important details for players (like a requirement for character upkeep) are not actually left to the ref, they're just buried in unexpected places.
Much like later editions, the rules are separated into three books. Some highlights follow...
Men & Magic: Roughly equivalent to the later Player's Handbook, this contains rules for character creation, as well as some fundamental gameplay rules.
- There are three character classes: fighting-men (fighters), magic-users (wizards), and clerics. Each level has a name associated with it (for example, a level 6 fighting-man is a "myrmidon") and the rest of the rules reference these names thereafter. Each class advances at a different rate, with different experience totals needed for each level in each class. They emphasize magic-users (and clerics) creating their own spells and magic items. Clerics' ability to turn undead appears (as a table you roll on and consult), but it's buried in the spell section later.
- There are four character races: men, dwarves, elves, and halflings (hobbits). Men are the default assumption, with all other races having limits to how far they advance (probably not coincidentally just short of achieving stronghold-building levels). Elves seem particularly powerful, able to swap between fighting-man and magic-user between adventures. Halflings seem like an afterthought, and get overlooked during later sections that reference dwarves and elves (most notably, the Raise Dead spell); you almost wonder if the designers only included them grudgingly. They also suggest you can make up additional races of any sort, so long as they start weak.
- There are three alignments: Law, Chaos, and Neutrality. These are treated more like teams than philosophies; creatures of a given alignment can even communicate through shared "divisional" languages.
- Outside of affecting how much XP you earn, and a few specific features, the uses of the six ability scores are left broad and undefined. (This particularly hits Wisdom, which they admit is basically redundant with Intelligence.)
- There are rules for hiring, persuading, or coercing NPCs and monsters to work for your players, so they can build an "entourage". They seem to assume that players will do this.
- There's an equipment list, with weights in coins (plus encumbrance rules). The list includes specific monster-hunting tools such as wolvesbane and garlic.
- Experience includes the gold value of any treasure you find.
- While they clearly expect Chainmail rules to be used for combat, they do present a d20-based "alternative combat system" - basically the ancestor of the combat system in later edtions. However, this only addresses attacks vs. Armor Class (using a table you have to consult), and leaves out key elements (such as how to determine turn order). This section also includes saving throws to evade negative effects, which are more specialized and idiosyncratic than later versions of the concept.
- Spells are much more loosely defined than in later editions, and execution will depend on the ref's judgment. (A few spells, like Slow and Haste, aren't really explained at all.) Magic-users have way more spells than clerics, but don't get any damaging spells until the third spell level. This section also pointlessly includes a topless amazon as an illustration (not exactly trying to win women over, it seems).
Monsters & Treasure: As the name suggests, this is where the monsters and treasure (mainly magic items) are.
- Monster listings are split into a reference table with their stats, and descriptions later on in the booklet; having to flip between the two seems very inconvenient. Worse, the monsters aren't organized in any obvious way, just sort of clumped together by category.
- Monsters get one attack per Hit Die (which seems like it could get crazy with high-HD monsters, even with damage defaulting to 1d6). Some also have poison, but this is never clearly explained.
- Many of the classic D&D creatures are here, if mostly those known from myth and legend. (There are also a few that faded away later on, like nixies.) Descriptions tend to be thin, just a few sentences and mostly about combat (though there are exceptions). The light detail admittedly makes some of the monsters seem redundant (why so many oozes? why multiple petrifying monsters?).
- Some undead have the ability to drain character levels on a hit, with no discernable way to resist the effect. (I can only imagine the response of the first players to this.)
- Dragons get the most detail, distinguishing between non-talking and talking varieties (which can cast spells). They also include slightly discomforting guidelines for subduing them into service and/or selling(!) them. (Lycanthropes allude to this as well.)
- The original gnolls are half-gnome, half-troll.
- Unicorns will obey "maiden-warriors" - possibly the only reference to the idea of female characters in the rules.
- Mundane and giant animals (and sea monsters) are represented with generic stat blocks, left to refs to specify. They also suggest other monster ideas (including an ancestor of the iron golem, plus robots and cyborgs).
- Treasure caches can include maps, which can lead to side quests.
- Several random tables of magic items, some of which get no description and rely on the name alone (such as "dagger +2 vs. man-sized opponents, +3 vs. orcs, goblins and kobolds"). There's a detailed section on intelligent magic swords, with guidelines for power struggles with them, plus advice on tricking players into falling prey to cursed items (and some curses are quite nasty!).
- The concept of Artifacts is introduced - as powerful items tied to law or chaos - but they're pretty much left to the ref to design.
The Underworld & Wilderness Adventures: Basically the Dungeon Master's Guide, this provides the remaining guidelines for running the game.
- They provide advice on dungeon design, with examples - though what they provide isn't really for beginners. They also emphasize using the layout to confuse players. Rooms can (and should) be filled with monsters and treasure randomly.
- Dungeon exploration is turn-based and very procedural; it earns one of the rare examples of play (that unfortunately skips combat). Checks for finding secrets and the like are made by the referee. Random encounters and surprise are also part of this process (the latter providing the closest you get to determining turn order without Chainmail). There are also rules for escaping pursuing monsters.
- Monsters (to include NPCs in dungeons) can always see in the dark, even though players can't. However, they lose this ability if they enter the players' service (logic be damned!).
- A small bit of attention is given to players running around their home-base town.
- Wilderness adventures are basically macro-scale dungeon crawls across a hex map, following much the same procedures. (The designers also seemed especially enthusiastic about them.) Although the referee is supposed to draw up a local region around their dungeon (including the nearest town), they also expect them to reference a separate game called Outdoor Survival (kind of late for telling readers this). Besides random encounters with monsters, players can also encounter castles held by NPCs, which may challenge them in various ways.
- Players are expected to establish their own strongholds in the wilderness (to include rules for staffing them), build baronies by clearing out nearby monsters, collect taxes from locals, and even develop their territories further (though they don't provide much detail for that last). However, player outrages can invoke the "Angry Villager Rule", sending mobs (or even Conan types) after them.
- A paragraph is dedicated to sending characters to other worlds and times (and they suggest refs can take their time introducing this).
- The rest of the booklet becomes increasingly specialized, with mini-games for aerial combat and naval combat (the latter being particularly detailed). These almost come off like filler, though the naval section does sneak in some more monsters.
- The booklet ends with a few more random guidelines (on natural healing and time-keeping).
Objectively, these rules have many problems - incompleteness and disorganization being the chief ones. A referee who wants to run this by the book, without improvisation, may have a hard time, even if they have Chainmail and Outdoor Survival at hand. Still, it's hard to deny the game's appeal, and it certainly should be respected for its historical value. While this version of the game isn't really suited to modern players... it might suggest some interesting forgotten ideas to bring into their campaigns. (B)