Last week, I discussed James M. Ward's (in)famous "Angry Mothers from Heck" editorial, which appeared in issue #154 of Dragon (February 1990). It's possible to read Ward's editorial as disingenuous or at the very least canny – an act of "wink, wink" public relations intended to burnish the image of D&D in the eyes of a vociferous minority with whom the good folks at TSR no longer wished to deal. I'm not wholly convinced that's the case, but, even assuming it is, let's look at a different article appearing in Dragon exactly three years earlier.
This article, by David Cook, is part of a series of "designer's notes" on the forthcoming second edition of Advanced Dungeons & Dragons, a project for which he acted as lead designer. Entitled "Who Dies?", the article appears in the February 1987 issue of Dragon (#118) and discusses which AD&D 1e classes will carry over into the new edition. Cook's answers to the article's titular question are more or less as one would expect, as are most of the reasons he offers. In the case of the assassin sub-class, he has this to say:
His first point, that the assassin is "disruptive of party harmony," is an odd one in my opinion. I don't at all deny that the inclusion of an assassin character could, in certain groups, be disruptive, but in all of them? I suspect Cook was making a blanket assumption about the kinds of campaigns AD&D is intended to support, namely one in which evil player characters have no place. Since assassins must be of evil alignment, they don't belong, according to Cook. (My interpretation of his assumption is based largely on the discussion of evil PCs in the 2e Player's Handbook, which states that "the AD&D® game is a game of heroic fantasy" and that playing an evil character "is not a good idea.")
This leads to the second and, I think, stronger comment, that the assassin class "presents the wrong image about AD&D games" [italics mine]. Perhaps I am reading too much into what Cook wrote, but, as I look at it, this seems to suggest that, from its conception, Second Edition was intended to be a more "family friendly" version of the game, one that scrubbed many of its more "gritty" (for lack of a better word) elements, in favor of ones that promoted "heroic fantasy."
Now, there's nothing wrong with that, of course, and it may well be that TSR saw the sanitization of the game as a way to increase its sales. They might even have been correct, for all I know. All that said, I think, in light of statements like this by David Cook, it's incontrovertible that bowdlerization was baked into the 2e cake from the beginning. What Ward says in "Angry Mothers from Heck" may well be wholly insincere, but it wasn't a last minute decision by TSR but rather something the company had committed to years earlier, as it charted the course of AD&D sans Gary Gygax.
Again, one can view this as positive or negative, according to one's own tastes; that's not my point. Rather, I wanted to cite an example of the kind of tonal shift that occurred with the creation of Second Edition, one that likely contributes to the casual dismissals of that version of AD&D in many corners of the old school scene. These days, I'm much more sympathetic to 2e than I have been in the past, but there's no denying that, on many levels, it's a very different game than its predecessor and those differences are foundational.
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