In 1985, Dungeons & Dragons co-creator Gary Gygax shared his plans for a new, second edition in Dragon magazine. Even as his column reached print, Gary was forced out of TSR, ending his work on D&D.
This left D&D fans to speculate how Gary’s second edition would have differed from version that actually reached stores in 1989.
For the second edition of Advanced Dungeons & Dragons, designer David “Zeb” Cook wrote an introduction that sets his goals for the revision. “To make it easier to find things, to make the rules easier to understand, to fix the things that did not work, to add the best new ideas from the expansions and other sources, and, most important of all, to make sure the game was still the one you knew and enjoyed.”
To preserve the D&D games knew, TSR management mandated that Zeb and the other second-edition designers keep AD&D largely compatible with its first edition. That requirement blocked innovations like ascending armor class.
Like Zeb, Gary planned to keep the D&D players knew. Gary later explained, “The soul and spirit of the revised game would have remained the same. The change might have been likened to that from D&D to AD&D.” Gary planned some subclasses and other additions, but nothing that changed the game as played.
As for making things easy to understand and to find, Gary lacked the skills to meet those goals.
Gary had already tried and failed give AD&D a sensible organization. He and started the first edition by tacking clippings from the original rules to bulletin boards in a logical order. Despite their intentions, the Dungeon Master’s Guide reads like an open window let a breeze clear the boards. Apparently, a janitor reposted the scraps. Gary’s strength came not from organization, but from an ability to heap fantastic ideas like a dragon’s hoard.
As for Gary’s writing, fans lovingly call his ornate prose and difficult lexicon High Gygaxian. I learned enough of his vocabulary to boost my SAT score. His style brings some charm, but hardly clarity. Once around 1980, as an exercise, I took a pencil to a page in my Dungeon Master’s Guide, striking unnecessary words. I thinned a quarter of the text. This insane exercise began my slide into blogging about D&D.
Could Gary have realized that a second edition needed skills that he lacked? Perhaps not, but I suspect that if Gary had remained a TSR, a time shortage would have pressed him to seek assistance. Half of the class ideas he floated in 1982 had languished for years. Sure, Gary had made time to compile his old magazine articles into Unearthed Arcana, but only when TSR’s survival required immediate cash. D&D historian Shannon Appelcline explained that Gary “wasn’t up to producing book-length RPG work of his own, due to the time required in running the ailing company. Thus, Unearthed Arcana was actually the product of diverse hands, including collaborator Frank Mentzer, design consultant Jeff Grubb, and editor Kim Mohan.”
If Gary had delegated writing of second edition, who would have drawn the assignment? Not Zeb Cook. Gary favored the notes his friend Francois Marcela-Froideval wrote for Oriental Adventures over the book Zeb Cook actually wrote, so Zeb was out. Likely, if Gary had remained at TSR, his trusted lieutenant Frank Mentzer would have written the new books under Gary’s supervision. In his work on Basic D&D, Frank demonstrated the ability to write clearly and to organize rules.
Update: In Game Wizards: The Epic Battle for Dungeons & Dragons, author Jon Peterson reveals that Frank Mentzer would have written Gary‘s version of second edition. “Gygax had long been grooming Frank Mentzer to take over a revision of Advanced Dungeons & Dragons: in a memo, Gygax invited Mentzer to notify him when he was ready ‘to begin this immense project,’ promising, ‘I will then schedule the creative meetings and direct the outlining of the changes to be made, time schedule, and personnel to be used.’”
In his introduction, Zeb avoids mentioning another goal: To sooth the worries of concerned parents who fear that the game will lead their children to the devil or to lose touch with reality. Among other changes, this led the designers to rename demons and devils to baatezu and tanar’ri. Gary would have made similar changes. In what Gary called a bow “to pressure from those who don’t buy our products anyway,” Gary let TSR retitle Deities and Demigods to Legends and Lore. He didn’t “particularly approve”, but he still bowed.
Under Gary, second-edition might not have been hugely different from the version gamers saw. Still, it would have been more idiosyncratic. Gary’s update would have introduced eccentricities like the mountebank, the class that inspires every gamer to say, “What’s a mountebank?” (A boastful charlatan.)
After second edition, D&D benefited from the skill of new designers. The game’s subsequent design teams brought innovations that Gary probably would have spurned. Leaving TSR forced Gary to design role playing games that defied comparison to D&D. (TSR sued him anyway.) But if Gary continued on D&D, I doubt Gary would have murdered his darlings and adopted inventions from other games. D&D’s new designers did both, and the modern game benefited. Plus, new teams brought skills for rigorous and mathematical design that Gary could not match. Gary’s strength came from ability to heap fantastic ideas like a dragon’s hoard. The order and elegance D&D needed came from other sources.
Next: The game-design trends that turned D&D into a game Gary Gygax disliked