Jag tyckte detta var intressant nog att posta (med risk att det inte är helt Copyright-kosher).
Ibland hör jag att det skulle ha varit oklart med vad man skulle göra med reglerna i tidiga D&D och hur man skulle spela. Men jag tycker det är väldigt tydlig nu när jag läser. Vad som inte framgår är att man kan/ska rollspela sin karaktär "in character". Jag tänker att det kanske bara blev så, när spelarna började fästa sig vid sina karaktärer?
D&D 1973
First, the referee must draw out a minimum of half a dozen maps of the levels of his “underworld,” people them with monsters of various horrid aspect, distribute treasures accordingly, and note the location of the latter two on keys, each corresponding to the appropriate level. This operation will be more fully described in the third book of these rules. When this task is completed the participants can then be allowed to make their first descent into the dungeons beneath the “huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses.” Before they begin, players must decide what role they will play in the campaign, human or otherwise, fighter, cleric, or magic-user. Thereafter they
will work upwards — if they survive — as they gain “experience.”
D&D 1977
Dungeons & Dragons is a fantastic, exciting and imaginative game of role playing for adults 12 years and up. Each player creates a character or characters who may be dwarves, elves, halflings or human fight- ing men, magic-users, pious clerics or wily thieves. The characters are then plunged into an adventure in a series of dungeons, tunnels, secret rooms and caverns run by another player: the referee, often called the Dungeon Master. The dungeons are filled with fear- some monsters, fabulous treasure and frightful perils. As the players engage in game after game their characters grow in power and ability: the magic users learn more magic spells, the thieves increase in cun- ning and ability, the fighting men, halflings, elves and dwarves, fight with more deadly accuracy and are harder to kill. Soon the adventurers are daring to go deeper and deeper into the dungeons on each game, battling more terrible monsters, and, of course, recovering bigger and more fabulous treasure! The game is limited only by the inventiveness and imagination of the players, and, if a group is playing to- gether, the characters can move from dungeon to dungeon within the same magical universe if game referees are approximately the same in their handling of play.
The Dungeon Master designs the dungeons and makes careful maps on graph paper. The players do not know where anything is located in the dungeons until the game begins and they enter the first passage or room. They create their own map as they explore. While only paper and pencil need be used, it is possible for the characters of each player to be represented by miniature lead figures which can be purchased inex- pensively from hobby stores or directly from TSR Hob- bies. The results of combat, magic spells, monster at- tacks, etc., are resolved by rolling special polyhedral 20-sided dice which come with this game.