In the fall of 1977, I found a copy of the blue, Dungeons & Dragons Basic Set and devoured the rules. The game electrified me, but one thing also baffled me. The rules kept sending me to ADVANCED DUNGEONS & DRAGONS for more rules, classes, spells, monsters, and on and on. I wanted to feast on ADVANCED DUNGEONS & DRAGONS right now—except it did not exist yet. A few months later, the new AD&D Monster Manual reached the hobby shop alongside a “Collector’s Edition” of the original D&D rules. The Monster Manual proved as exciting as the Basic Set, but the original rules puzzled me. Their explanations rarely made sense. What did Outdoor Survival or Chainmail have to do with anything? The old rules wasted pages on castle construction, naval combat, and other things that never came up in the game. At least the box included some higher-level spells. For the highest-level spells, I learned that I needed to buy more books.
The AD&D Player’s Handbook would not reach stores until the next summer. That book collected all the game’s classes and spells, but lacked most combat rules. For those, D&D fans needed to wait another year, until the summer of 1979. Until then, we blended the rules sets, combining the combat system in that Basic Set with the monsters and characters in AD&D with the magic items in the original books.
All these rules mixed together well enough that I failed to notice the seams. When Gary Gygax printed an editorial in the June 1979 issue of The Dragon, his claims baffled me. “ADVANCED DUNGEONS & DRAGONS is a different game. Readers please take note! It is neither an expansion nor a revision of the old game, it is a new game.”
After almost two years blending three sets of D&D rules, I could not imagine why Gygax chose to argue this point, but he kept at it.
“It is necessary that all adventure gaming fans be absolutely aware that there is no similarity (perhaps even less) between D&D and AD&D than there is between D&D and its various imitators produced by competing publishers.”
To me, Gygax’s claims seemed silly. Even though his editorial reached me at about the same time as the Dungeon Master’s Guide, my friends kept playing as before. Nobody played AD&D by the book; we picked the rules that suited us.
Years later, I would learn the reasons for Gygax’s puzzling insistence.