Ynas Midgard wrote:
That's very interesting, because "basic" and "original" versions of the game are notorious for the ambiguity regarding many of its rules - one would think that entails more Referee decisions reegarding their resolution.
There's a huge difference between OD&D and the Basic sets. I wouldn't recommend OD&D for the beginning DM either. I don't think the rules of Basic D&D or Labyrinth Lord are ambiguous at all, except to bored bloggers with nothing better to do than invent controversies.
Ynas Midgard wrote:
For instance, there are a lot less pre-defined combat actions in B/X than in AS&SH but OSR gamers would certainly agree that each of them (and more) could be done. In this case, I find AS&SH's combat actions quite helpful for they provide choices that the Referee is not expected to make interesting (they are mechanically interesting in themselves).
You have found one OSR referee who certainly does not agree. When I run Basic your combat options are exactly what it says in the book: melee attack, missile attack, spell, move, move and attack. You can tell me you're swinging from the chandelier before you attack if you want, but it's still a move and attack. I don't see anything in the Basic rules that says "players are supposed to invent wacky combat actions and the DM is supposed to judge them". You can do this of course, but it's not a requirement - which is why I say that Basic D&D, as written, is very cut-and-dried. You can play the game exactly by the clearly-written rules until you feel more comfortable adding additional complications (like combat manuevers or whatever). You really can't do that with AD&D, or OD&D, because of the enormous number of judgment calls in every aspect of the game. It's hard to run those game "right out of the box" because they demand customization (in the sense of defining certain issues) before you can even start to run them.
I'm definitely not trying to bust your chops. Opinions will differ. And AS&SH is my favorite version of the "traditional fantasy role-playing game" - and that includes all of the TSR versions. AS&SH is also far more clearly-written than AD&D, so it's theoretically somewhat more feasible to run it straight out of the box. But I'm just not sure it would be the best "starter" version to run cold (to play, sure, since fewer judgment calls are required) and so I'm not sure it's worth adding a lot of extremely basic material for beginning referees. They can get that for free on thousands of websites. Why use precious pages reiterating all that stuff? (My other concern about trying to make AS&SH an "introductory" game is the style. Right now it's not written in Simplespeak and it contains literary and mythological references. I'd hate to see that change in an attempt to make it more "accessible" - in the WotC sense of the word - to new referees. )
But ultimately it's up to Jeff. I just wanted to voice a bit of dissent in that I actually appreciated the fact that he didn't waste (as I see it) a lot of pages on how to stock a dungeon or draw a wilderness map. In my view, we already have Gary's massive and definitive tome for those topics, and it made me feel I got a lot more "meat" and less "filler" for my money. Obviously, you feel differently, which is cool. As I said, opinions will differ.