Post by geoffrey on Jul 3, 2010 9:04:39 GMT -6
D&D in 1974-5 has little in the rulebooks regarding the other planes of existence or the denizens thereof. There are elementals, the contact higher plane spell, and a handful of other unsystematized references.
Demons were added to the mix with the 1976 publication of Eldritch Wizardry, and in The Dragon #8 (July 1977) Gary first published what became AD&D's standard planar model. In that article Gary wrote, "As of this writing I foresee a number of important things arising from the adoption of this system. First, it will cause a careful rethinking of much of the justification for the happenings in the majority of D&D campaigns. Second, it will vastly expand the potential of all campaigns which adopt the system — although it will mean tremendous additional work for these DMs. Different planes will certainly have different laws and different inhabitants (although some of these beings will be familiar). Whole worlds are awaiting creation, complete invention, that is. Magical/technological/whatever items need be devised. And ways to move to these planes must be provided for discovery by players. Third, and worst from this writer’s point of view, it will mean that I must revise the whole of D&D to conform to this new notion. Under the circumstances, I think it best to do nothing more than offer the idea for your careful consideration and thorough experimentation. This writer has used only parts of the system in a limited fashion. It should be tried and tested before adoption."
When I think of the differences between OD&D and AD&D, the latter's greater emphasis on the planes always strikes me as a distinct difference in feel. For some reason when I think of 1974-1975 D&D, I think of dungeons and Wilderlands-style wilderness exploration. When I think of AD&D, I think of demons, devils, the outer planes, etc.
Demons were added to the mix with the 1976 publication of Eldritch Wizardry, and in The Dragon #8 (July 1977) Gary first published what became AD&D's standard planar model. In that article Gary wrote, "As of this writing I foresee a number of important things arising from the adoption of this system. First, it will cause a careful rethinking of much of the justification for the happenings in the majority of D&D campaigns. Second, it will vastly expand the potential of all campaigns which adopt the system — although it will mean tremendous additional work for these DMs. Different planes will certainly have different laws and different inhabitants (although some of these beings will be familiar). Whole worlds are awaiting creation, complete invention, that is. Magical/technological/whatever items need be devised. And ways to move to these planes must be provided for discovery by players. Third, and worst from this writer’s point of view, it will mean that I must revise the whole of D&D to conform to this new notion. Under the circumstances, I think it best to do nothing more than offer the idea for your careful consideration and thorough experimentation. This writer has used only parts of the system in a limited fashion. It should be tried and tested before adoption."
When I think of the differences between OD&D and AD&D, the latter's greater emphasis on the planes always strikes me as a distinct difference in feel. For some reason when I think of 1974-1975 D&D, I think of dungeons and Wilderlands-style wilderness exploration. When I think of AD&D, I think of demons, devils, the outer planes, etc.