I recently revisited my bookshelf, poring over everyPlayers HandbookandDungeon MastersGuidefrom 1e to 4e.
The idea of social intrigue as a pillar of play was entirely absent in 2eADnD.
The books themselves confirmed battle was all that mattered.
This was not a game for Byzantine power struggles and political intrigue,it was a dungeon crawl simulator.
Many Dungeons & Dragons games add new players partway through.
Experienced players know the right way, and the wrong way, to join a game in progress.
Mosteditions ofDungeons & Dragonslastedabout a decade.
In 2eADnD, this would be up to the DM, as the game offers no such suggestion.
2e strongholds are a place to sleep and a source of followers.
These provided far more nuance over a simple Reaction Modifier based on a rolled Charisma stat.
More importantly,theylegitimized social encounters as an important part of theDnDgame.
Rulesdoshape what a typical campaign will look like.
Custom Image by Katarina Cimbaljevic
Severance is a uniquely horrifying and compelling television series.
All of its thrills can translate to Dungeons & Dragons, and other tabletop RPGs.
Though4eDungeons & Dragonsdivided fans, itcontinued 3es efforts to make the game enjoyable in and out of battle.
An absence of rules can never improve a tabletop RPG.
That is a problem for those players, or those tables.