1E or 2E?

I don’t have a lot of experience with AD&D 1st Edition. By the time I felt ready to move on to an “advanced” version of the game, 2nd Edition was available and TSR was releasing a truck-load of source-books, settings, splat-books, adventures and accessories for it. It was natural to move from Basic directly to that. So, I couldn’t really say what the big differences are between the two versions.

The creator is different, of course. Gary Gygax wrote 1E. And, I mean, he’s Mr D&D, right? That’s got to count for something. Here’s what he has to say about that in the preface to the 1978 Player’s handbook for AD&D 1st Edition:
…the game’s major appeal is to those persons with unusually active imagination and superior, active intellect — a very demanding audience indeed. Furthermore, a great majority of readers master their own dungeons and are necessarily creative — the most critical audience of all! Authoring these works means that, in a way, I have set myself up as final arbiter of fantasy role playing in the minds of the majority of D&D adventurers. Well, so be it, I rationalized. Who better than the individual responsible for it all as creator of the “Fantasy Supplement” in CHAINMAIL, the progenitor of D&D; and as the first proponent of fantasy gaming and a principal in TSR, the company one thinks of when fantasy games are mentioned, the credit and blame rests ultimately here. Some last authority must be established for a very good reason.
I’ll let you make of that what you will, dear reader. But, one thing’s for certain, Gary was sure there was only one man for the job!
From his writing early on in the PHB, Gary seems to have intended this as almost an add-on to the earlier B/X D&D. Here’s another excerpt from the preface:
I am convinced that it does for the old D&D + supplements what GREYHAWK did for D&D when it first appeared, and then some.
Here, he’s referencing the Greyhawk supplement for OD&D, which greatly changed and added to the rules, the classes and the gameplay of that game. And then, in the introduction he states how easy it should be to port your existing D&D character over to AD&D:
You will find it easy to integrate your existing character or characters into the new system, and at the same time the game will be both familiar and different.
I mean, its obvious that the games are built on the same foundations, and that it should be relatively simple to update a PC to work in any version of it, but I don’t think I had realised before that it had been one of Gygax’s intentions going into this project.
To compare, this is an excerpt from David “Zeb” Cook’s foreword to the 1989 AD&D 2nd Edition Player’s Handbook:
It’s not accurate to say this is a book that I alone have written. First off, there are a lot of other names listed in the credits. They, especially the developers, contributed time and talents that I don’t have. Improving the organization and readability was one of the reasons we started this project in the first place. These are tasks that can’t be done without talented developers and editors who play and care about the game. If you discover that it’s easier to find rules during your gaming sessions and that everything seems to make more sense, thank them.
He goes on to state how much the input from players shaped the entire edition here, too. You can see a different approach from the outset I suppose. But is the result all that different?
As to 2nd Edition’s compatability with previously published D&D materials:
Overall, it is best to approach the AD&D game as if it is a completely new game and be pleasantly surprised when you find overlapping concepts.
It’s pretty clear that, in the post-Gygax era, TSR’s attitude to AD&D as a game had shifted. Of course, both D&D and AD&D were being sold concurrently and marketed separately as two distinct games. The D&D Rules Cyclopedia was just around the corner at the time 2nd Ed came out. Indeed, I remember playing a Hollow World campaign run by a friend, using the Rules Cyclopedia, while I ran Dark Sun in AD&D 2E, around the same time. There were good business reasons to see them as separate entities.
I would have to agree that the two games are related but not interchangeable, though, whether we are talking about 1st or 2nd Edition. Your characters generally feel more powerful at low level in AD&D, the options on your character sheet are more numerous, the rules are more likely to dictate the outcome of situations than the DM.
I have to say, the actual character creation process for 1st Edition was time-consuming and involved a great-deal of page-flipping. We created two PCs each for our AD&D 1st Edition adventure. I went for a Magic User and a Paladin for maximum variety. If we had not only recently been through the AD&D 2nd Edition character creation process, I’m sure it would have taken even longer, actually. The two are more similar than different. In fact, this is so much the case that I began to wonder if the two systems are really different enough to even require an entry each in the Editioning. Still, in the end, it’s the playing that matters. I’m excited for it either way.
This surface level analysis has not led me to an answer to the question in the subheading. But then, we have only just started our playthrough of our AD&D 1st Edition adventure, Ravenloft!
Ravenloft
Friend of the blog, Isaac is taking the baton for this leg of the Editioning. He had actually been planning to run Expedition to the Barrier Peaks, but after the way my adventure for OD&D worked out (crashed, underground spaceship, lots of constructs and weird tech,) he felt it might be a bit too similar in theme. Anyway, given the season we were starting in, he decided to switch to the classic gothic horror adventure for 1st Edition, Ravenloft. He even got a copy of the original printed module for it. The adventure is by Laura and Tracy Hickman and was first released in 1983.

This module has spawned more rereleases, reimaginings, re-hashes and reproductions than maybe any other in the history of the game. Personally, I’m more familiar with the 2nd Edition Ravenloft setting, where Barovia joined a plethora of other strange and moody countries to make up the Demi-plane of Dread. These days, I would imagine that most players are more aware of the incredibly popular 5E module, the Curse of Strahd, or even the 5.5E setting, Ravenloft, the Horrors Within.
Anyway, it was with a great deal of excitement that I joined this game as a player, having never experienced it before.
Including yours truly, there are four players, with two PCs each, all starting at 5th level. Isaac felt that, as the adventure is designed for 6 to 8 players of levels 5 to 7, we would not get by with just one PC each. We’ve got:
- Dowi playing Din and Dar, twin half-orc fighters, one neutral good, one neutral evil
- Tom playing two humans, Caldan the fighter and Endrei the cleric, more siblings!
- Jude playing Celfi, the chaotic evil gnome assassin and Nicholas Duskwater, the neutral good half-elf ranger
- Me playing Warder Jon Blackhall, the lawful good human paladin and Merryn the true neutral elven magic-user
It’s a doughty crew with so many fighter types but we are fairly stacked when it comes to anti-undead powers and spell-casters. So, I’m confident we’ll come out of this with most of our blood if we’re not too stupid…
Our characters were all that remained of the Company of the Summer Sun, a mercenary band that had recently endured the worst defeat in its history. This ragtag band assumed that they were the only survivors, of course. Although, some of you clever readers with particularly good memories will recall that this was our origin story in Isaac’s previous Editioning game, of Basic D&D. So, Edmund of the Sun and Eandril Summerstream had trudged off to find employment and adventure at the Keep on the Borderlands, knowing nothing of these other survivors who ended up on the road, somewhere near the Svalich Woods. A small, but satisfying nod for those of us who took part in that game.
Welcome to Barovia

From this point on, there will be some SPOILERS for Ravenloft so turn back if you think you might play in it sometime.
Our adventure began in a tavern. While enjoying a drink and planning our next move we were approached by a recently arrived traveller, with a message for us and a drink for everyone in the bar. He took off immediately, leaving us to follow the message’s directions all on our own. It begged us to make haste to the aid of the Burgomaster of Barovia, some day’s travel through the Svalich Woods. The love of his life, Ireena had been afflicted and he needed help to deal with it. Merryn, my magic-user, concocted a story on the spot about how she knew the Burgomaster well, having spent a wonderful time in Barovia with him and his family. Just before we began the session I decided I needed at least one major personality trait for each of my characters. Merryn’s was being an inveterate liar, which is tempered only sometimes in the presence of Warder Jon, the Paladin of Forseti, who never lies. Of course we set off the very next morning.
Following the road, we came upon a great gate, with beheaded statues either side of it, which opened eerily before us, welcoming us in. One of our three fighters, Caldan, felt as though his sword was pulling him through the gates and into Barovia. We entered…
Not far down the road towards the town of Barovia, we discovered a corpse. The man looked to be a messenger, who had been torn apart by wolves. Searching him, we found another letter. This one, also seemingly from the Kolyan Indirovich, Burgomaster of Barovia and dated before the first message, had very different contents. His daughter, Ireena had been bitten by a Vampyr who had controlled and cursed their land for 400 years. The letter implored the reader to give them up for dead and never to enter Barovia.
Too late did this warning come for our Company of the Summer Sun. We proceeded into the gathering dark, on to the town, taking the poor messenger’s corpse with us. Here we found most of the shops and homes closed up and shuttered. Jon and Endrei took the corpse to the church, where they discovered Father Dunovich in a bad way. He looked in desperate need of sleep and his church looked to have been ravaged by some creatures with great claws. He told us that we were trapped now in Barovia, thanks to the evil powers of Strahd von Zarovich, who resided there, in Castle Ravenloft, a thousand feet above on the mountainside. The town was being attacked every night by creatures, he said. His was the only power able to hold them at bay, which explained his exhaustion and the state of the building. He also told us how the Burgomaster found Ireena near the Pillar Stone of Ravenloft, years before and adopted her.
In town, Caldan and Merryn went shopping and then went for a drink. Here I got to really go to town on Merryn’s lies. They were elaborate and completely unnecessary, about how she held an interest in a vineyard back home and how she couldn’t wait to see some “human magic” in operation. They tried to get some chat from a group of Vistani but got nowhere. They seemed like a bad lot who acted like they owned the place. Even buying them drinks did no good. They did tell us we could visit Madame Eva at her camp along the river if we wanted our fortunes told. In the Blood ofn the Vine tavern, we also encountered Ismark, the burgomaster’s son, who invited us to the big house.
Finally, all the other members of our troupe went to investigate the weeping they had heard from one of the boarded up houses on the Main Street. They found a woman crying endlessly in grief. Celfi, assuming she was some sort of evil spirit, wanted to stab her in the back but Dar tossed a book into her room to get her attention, spoiling the chance for a backstab. The woman was inconsolable, but eventually, the PCs found out that she had imprisoned her daughter, Gertrude in the house, “for her own good.” But she had escaped and now the mother feared the worst.
Later, we all reconvened at the Burgomaster’s house. It, too, was covered in battle-scars: claw-marks, broken windows and burns from the nightly attacks. Warder Jon demanded entry, introducing himself as a paladin who never lied. This prompted Ireena to open the door to the party. Jon used his ability to sense evil on her, but detected nothing. Here we discovered the the Burgomaster was but recently deceased of natural causes and that the nightly wolf attacks had continued until the Burgomaster’s death. We were also told that the ghosts of other adventurers who threatened Strahd rose from the unmarked graves at the church every night. We decided to stay at the house that night to see what happened and then to go on to see Madame Eva the next morning.
Conclusion
So far, so excellent. I have not been a player in an AD&D adventure in well over 30 years. It felt good to be back! And for such an iconic adventure? Genuinely exciting. It’s so timely too, as the nights close in, the winds begin to howl and the cold begins to claw at the door…
I’ll be continuing my analysis of AD&D 1st Edition and comparing it to the other versions in the Editioning over the next few weeks as our Ravenloft experience continues, dear reader. Do join me.
















































