i wasnt even on this page to see 2, let alone 1, what the hell are you talking about?
2 says that some books can be made for corner cases, and not be part of the default of the game.
read the last part in my post you just quoted from and you will see the same effect in its some people all the time, etc....
it still remains that "rules not rulings" people want there to be RAW, and only RAW, where no deviation is allowed. DMs are not allowed to think for themselves, only be cogs in the RPG machine with no common sense, but as blind as the depictions of "justice".
these people were commonly known as even when AD&D first came out to be "rules lawyers" or as Gary put it "BARRACKS ROOM LAWYERS".
1e DMG wrote:AFTERWORD
IT IS THE SPIRIT OF THE GAME, NOT THE LETTER OF THE RULES, WHICH IS IMPORTANT. NEVER HOLD TO THE LETTER WRITTEN, NOR ALLOW SOME BARRACKS ROOM LAWYER TO FORCE QUOTATIONS FROM THE RULE BOOK UPON YOU, IF IT GOES AGAINST THE OBVIOUS INTENT OF THE GAME. AS YOU HEW THE LINE WITH RESPECT TO CONFORMITY TO MAJOR SYSTEMS AND UNIFORMITY OF PLAY IN GENERAL, ALSO BE CERTAIN THE GAME IS MASTERED BY YOU AND NOT BY YOUR PLAYERS. WITHIN THE BROAD PARAMETERS GIVEN IN THE ADVANCED DUNGEONS 8 DRAGONS VOLUMES, YOU ARE CREATOR AND FINAL ARBITER. BY ORDERING THINGS AS THEY SHOULD BE, THE GAME AS A WHOLE FIRST, YOUR CAMPAIGN NEXT, AND YOUR PARTICIPANTS THEREAFTER, YOU WILL BE PLAYING ADVANCED DUNGEONS 8 DRAGONS AS IT WAS MEANT TO BE. MAY YOU FIND AS MUCH PLEASURE IN SO DOING AS THE REST OF US DO!
"Zeb" repeated it in 2nd as well
2e DMG wrote:Foreword to the 2nd Edition
At conventions, in letters, and over the phone I'm often asked for the instant answer to a fine point of the game rules. More often than not, I come back with a question--what do you feel is right? And the people asking the questions discover that not only can they create an answer, but that their answer is as good as anyone else's. The rules are only guidelines.
At the beginning of the first Dungeon Master Guide, Gary Gygax stressed that each of us, working from a common base, would make the AD&D game grow in a variety of different directions. That is more true today than ever. Don't be afraid of experimentation, but do be careful. As a Dungeon Master, you have great power, and "with great power comes great responsibility." Use it wisely.
Copyright 1999 TSR Inc.
WotC fucked it all up by not having enough in 3.x because the crybaby rules lawyers that felt they were buttraped by DMs, because they played with bad DMs rather than sticking to their guns.
Rule 0: No game is better than a bad game.
Rule 1: The DM is always right.
Rule 2: When the DM is wrong, gosub Rule 0.