Matthew wrote:Sure, but the point was that message was there for players and game masters alike, which is that it is "okay" to run multiple characters at once. Lots of people used the modules as models for how they were supposed to play the game. Now I am not suggesting it was really very common, but rather that the precedent was well established from some of the earliest days and not just some crazy minor remark in the DMG.
Well, I see your point. But to my mind, the module was supposed to be used as a guide on how to design cool dungeons, not how to play the game. And modules were not for the eyes of the player. A good DM would slam a ruler on the hand of an offending player pawing at a TSR module before game.

Anyhow, I seriously doubt a DM was supposed to take away "start offering optional characters for your players to control, like those found in the back of modules" or "suggest to players to routinely control multiple PCs". Though I will agree that when a DM wants to make a death dungeon with a really low chance of survival, he might suggest cleaning out character folders (we did this a few months ago myself, and had a ball). But we all understand its a one shot.
Hell, TSR had Dragon and even UA to advance these idea of players controlling multiple PCs or assuming control of NPCs but never did. My impression is that the game trended toward players going deeply into a single character (which turned out to be a really bad thing, PCs became too valuable to die, this was all codified with customizations (there's a direct link starting with WS in the UA to 2Es many forms, to eventually 3.5 monk/ranger/wizard/half Halfling half school of fish tattooed nipple pierced PCs). Anyhow, Over-indulgence in one PC mind set missed the point of the game (its not about development of a character but exploration and adventure). So, in that sense, I think I'd have liked to have seen the multiple PC option suggested in the UA (rather then the worse-crappy ideas presented).