Matthew wrote:I dunno about that. If a player picked up a PHB and popped along to a game of AD&D he would presumably expect the rules contained therein to be used. If they are not being used he may conclude that the game is either not being played properly, or that proper play of the game allows for the alteration or negation of rules that displease the participants. The latter case, in my opinion, is the least useful definition, since it is too vague and all encompassing (basically allowing people to redefine the game to their own preferences), whilst the former simply allows that the game is not always (perhaps only very rarely) played as written, but still assumes the existence of a "proper", "standard", or "ideal" version from which such games deviate. Just as with any game that is played without the use of a particular rule, the game was played, but not exactly as described in the rulebook. For example, a few months ago I played Field of Glory without properly understanding the rules for bolstering units or using the exact base measurements, but I still played Field of Glory.
A few different responses to that:
1) The segment-based initiative rules aren't in the PH. The description of how initiative works in the PH is so light on details (and includes so many caveats -- "typically" and "seldom" and "in most other cases") that there's a very wide range of initiative systems that could fit within it without raising player eyebrows:
PH p. 104 wrote:The initiative check is typically made with 2 six-sided dice, 1d6 for the party and another of a different size or color for the creatures encountered. This check is made each round of play where first action is a factor. Because a round is a full minute long, dexterity seldom is a factor in the determination of which side acts first. However, if one group is slowed or hasted, or one or more members of the group are, the initiative will always go to the non-slowed or hasted side. In most other cases, the group with the higher die score will always act first.
2) Even so, the hypothetical player who read the AD&D PH and then joined a game expecting it to conform exactly to that book is at odds with how the game is actually experienced by the vast, overwhelming majority of people who've actually played it. In practice, almost everybody who has ever joined an AD&D game as a player has done so before ever having seen the PH, has played in several sessions before acquiring a copy, and even then pays attention only to the ability score charts, class and race descriptions, weapon and equipment lists, and spell descriptions. I'd hazard to guess that fewer (probably far fewer) than 10% of people who played in AD&D games and owned the PH back in the 70s-80s (and even up to the present if we're counting people newly introduced to the game, and not veterans who've stuck with it for 20+ years) ever actually read it from cover to cover, especially pp. 101-109. I know that, for instance, I used to plead and cajole with my players to read the "Successful Adventuring" essay on pp. 107-109 because I was convinced it would improve their play, and I'm pretty sure not a single one of them ever did, even the ones who were dedicated and "into" the game and had collections and used to go to the game-club and cons and such.
So while the idea of someone carefully reading the PH and then joining a game and being confused or disappointed or drawing some inappropriate conclusion upon finding that initiative is in fact
not "made with 2 six-sided dice, 1d6 for the party, and another of a different size or color for the creatures encountered" is theoretically possible, I'd hazard a guess that such a situation has
never actually occurred among all the millions of people who've played in AD&D games from the 70s to the present. At most it's something that happens years after the fact, when someone is re-reading the rulebook after years away from the game and thinks "hmm, we never played it that way" (something that, admittedly, you see a lot of in threads at DF, RPGNet, etc. and that most of us probably felt at one point or another).
3) You're muddying the waters by shifting the goal posts (how's that for a mixed metaphor!) from what is "essential" or bare minimum to AD&D to what constitutes "ideal" AD&D. This thread is about the former, so bringing in the latter is an unhelpful distraction. Also, comparing the experience of AD&D (a deliberately loose and customizable framework of guidelines) with a formalized wargame with (presumably) no neutral referee to adjudicate isn't relevant because the two different types of games have completely different design goals and different dynamics of play, and viewing D&D through the prism of the latter is how you end up with 4E.