I've got a blog post in the hopper (er...on the draft board) that I'll hopefully get around to soon, but I wanted to "touch base" with folks quickly while I have a moment. Some readers might be wondering how the AD&D game is going. "Good" is the short answer. We are playing The Forest Oracle (modified) and so far things are going well. The party (two PCs and their henchman "Big Jim") have joined forces with three mercenaries named Kitiara, Caramon, and Raistlin who would be easily recognizable to long-time fans of the Dragonlance books. Their addition, for me, has been exceptionally amusing (though my players have no idea), because I simply play their personalities as they appear in the books...with a couple changes:
- Kitiara is 27 years old, and 3rd level. Not an officer in the Dragon Army (of course). Wears studded leather armor, carries normal (non-magical) weapons. Same ability scores as the adventure modules.
- Caramon is 19 years old, and 2nd level. All equipment as per DL5, save that he has only normal (non-magical) weapons.
- Raistlin is 19 year old, and a 2nd level fighter. No, not a mage. He has the same ability scores as in DL5, except with a +1 to STR and +3 to CON (so 11 and 13, respectively...body/spirit never usurped by Fistandantilus). Was wearing scale and wielding two hand axes and a scavenged light crossbow. Currently dressed in chain armor (taken from a dead bandit).
![]() |
Young Kit (from DL5); still Lawful Evil. |
But that's not really what I want to write about. What I want to write about is the importance of rules in the game. Not just the AD&D game, but ANY edition of D&D.
Which I'm sure I've already addressed a thousand times in a thousand posts (in various ways) over the years. But I want to try it again, perhaps from a different angle, and I don't mind repeating myself, because it's something that's worth reiterating and emphasizing.
D&D is a game. Games have rules that constrain play (in a number of ways). The DM is the arbiter of those rules. For the game to matter, those rules at the table must be iron clad. The game is engaged through its rules. We play the game because we want to engage with the game.
Here I will voice my strong disagreement with the "modern" sensibility that the game rules are only guidelines. This idea is stated quite plainly in the 5E Dungeon, from the first page (well, from page 4, the first page of text):
"The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM and you are in charge." (page 4)"Rules enable you and your players to have fun at the table. The rules serve you, not vice versa." (page 235)"Remember that dice don't run your game - you do. Dice are like rules. They're tools to help keep the action moving." (page 237)
That last nonsensical bit is both preceded and followed by paragraphs on fudging dice rolls; basically, running the game by fiat as a freeform narrative, rather than as a structured game with rules, and I can't disagree strongly enough with the sentiment. Rules are "tools to keep the action moving?" No. That is absurd. How is a rule on encumbrance (as an example) used to "keep the action moving?" Nonsense.
Much of 5E is "nonsense" in my opinion (one of the main reasons I choose not to play it), but this type of thinking pervades DMs across all editions. You read it (or watch it or hear it) in numerous blogs, videos, and podcasts: the idea that game rules should be discarded and/or disregarded if and when they begin to interfering with "having fun" a term that seems to equate to: disappointing a player's expectation of what should happen.
Please note that the "player" being disappointed can include the DM. Here's an example: a DM desires (i.e. has an expectation of) a climactic set piece battle between the party and the Big Boss of an adventure, an epic showdown to provide a "satisfying conclusion." That attachment to a particular end can result in the DM doing all sorts of machinations, manipulations, and mental gymnastics to preclude the PCs from interfere with the expectation. Which is just as bad (or worse!) than players crying and whining how "unfair" an energy drain or save-or-die poison attack is.
Rules constrain our actions in the game. In the D&D game, a player's choice of armor for her character has a number of in-game consequences, helping to determine encumbrance and movement in addition to protective value (which, in the case of metal armor versus certain spells, might be a negative value). That choice matters...or rather, it should matter...but if the DM fudges attack rolls or ignores those movement values then the "mattering" disappears. And so too does the validity of the player's choice.
In the AD&D campaign I'm currently running, I use a modified version of the training rules found in the DMG. The rules have been explained to the players; the players understand the manner in which the rules operate and how it constrains them. In our current adventure, the cleric just achieved enough x.p. to advance to 3rd level, and even possesses the cash necessary to procure training. However, the party is in the middle of a "quest" and the nearest priest is days away from their current location. The player has a hard choice to make: he can continue adventuring (still gaining an extra hit die, increased attacks and saves, etc.) OR he can choose to seek out a temple that can initiate him into the "higher mysteries" (i.e. 2nd level spell use). The latter choice will also impact the party, as the PC is the only healer in the group...although the party did just acquire two potions of healing. Of course, if "Peter the Adept" decides to separate from the party, the player (Diego) could simply introduce a new 1st level character to the group (they are staying at a roadside inn, after all)...and who's to say he might not enjoy playing the new character more than the prior one?
All these choices matter because we have rules that we've laid down and that I (as the DM) am enforcing. I could waive them, make the game easier...but I don't think that's in the best interest of my players. I want my players to have meaningful choices, because that leads to deeper engagement with the game world. Just "getting on to" the next action encounter does not. Action IS necessary...it is the fundamental reason why we play the game...but without the deeper meaningful choices (created by rules which constrain action), it is a hollow exercise.
Rules do not serve the DM; rules serve the game. The DM does not serve the rules; the DM serves the players by acting as an arbiter and enforcer of the rules. As the rules constrain action, so too does the DM constrain the players, providing choices that carry weight and impact ("meaning") in the imaginary environment, making for a richer campaign, a greater engagement, a deeper experience. The rules provide limits...those limits make the game challenging.
I understand that type of play is not everyone's cup of tea. Some people prefer "no constraint" D&D and see my constraints as old-fashioned and/or downright myopic, believing it is in the best interest of the table to allow dwarves to achieve any level of fighter, or half-orcs to be paladins, or wizards to cast an infinite number of attack "cantrips," or tiefling warlocks to exist at all. Folks will see me as needlessly limiting the "fun" to be had, disappointing players' expectations and curbing their imagination.
To which I say:
I'm playing Advanced D&D, a challenging game with challenging rules for players who want to be challenged.
Some people like a challenge. When I play a game of Hearts, I try to 'shoot the moon' with every hand. Every. Hand. Because that's the most challenging way to play: trying to make everyone lose at the same time. And because playing otherwise is too easy after the scores of times I've played the game. Even just sitting around a table, yukking it up with friends and family, and drinking cocktails...too easy without the extra constraint.
I've expended far more hours and effort at Dungeons & Dragons than at any card game.