http://tgdmb.com/viewtopic.php?t=54459
That was my quick look at the 2nd edition version, for those just joining us. Expect this one to be ludicrously positive and please feel free to poke much fun because of that.
Advanced D&D(tm): DUNGEON MASTERS GUIDE
ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D(tm)
I seem to have the "revised edition" of December 1989 to view, should it matter.
So here goes nothing. Note the title? This is a guide for "dungeon masters" all, as a collective group throughout the hobby, unlike 2nd edition's guide belonging to each dungeon master separately. Nitpick? Perhaps, but they changed it in 1989 because they thought it mattered.
FOREWORD
Mike Carr (TSR Games & Rules editor) gives us the point of thing.
and suggests several times that being the DM is a lot of fucking work, and that you shouldn't imagine yourself to be all that much good at it.... - it is your primary tool for constructing your own "world", or milieu.
The Table of Contents is four pages, including an index to every table and chart, of which there are well over 100, even treating the 20-page table of monsters as one.Take heed, and always endeavor to make the game the best it can be - and all that it can be!
PREFACE
OK, so we've got the thing where players should not know the rules (What follows herein is strictly for the eyes of you, the campaign referee. As the creator and ultimate authority in your respective game, this work is written as one Dungeon Master equal to another. Pronouncements there may be, but they are not from "on high" as respects your game. Dictums are given for the sake of the game only, for if ADVANCED DUNGEONS & DRAGONS is to survive and grow, it must have some degree of uniformity, a familiarity of method and procedure from campaign to campaign within the whole.

First a note on the challenge, and making the bastards earn it.
EGG talked on dragonsfoot about having 20+ players in his "game", while noting the sessions of it where just for one or two high level characters (all off doing their own thing in the wider world, sometimes going PvP with their armies and such), or a band of 6-9 lower level ones (still hammering away at the communal dungeon, under Castle Greyhawk for EGG's own game).Participants will always be pushing for a game which allows them to become strong and powerful far too quickly. Each will attempt to take the game out of your hands and mold it to his or her own ends. To satisfy this natural desire is to issue a death warrant to a campaign, for it will either be a one-player affair or the players will desert en masse for something more challenging and equitable. Similarly, you must avoid the tendency to drift into areas foreign to the game as a whole. Such campaigns become so strange as to be no longer "AD&D". They are isolated and will usually wither.
Not for the average 4+1 player game, but for as many as possible, eh. 20+. Most of the games at that time were that way, because DMing was seen as a huge job and hardly anyone wanted it. Nor did people really understand how to do it because they were a total in-club and trying to remain a bit exclusive. This book didn't exactly help that.Limitations, checks, balances, and all the rest are placed into the system in order to assure that what is based thereon will be a superior campaign, a campaign which offers the most interesting play possibilities to the greatest number of participants for the longest period of time possible.
Or buy the Village of Hommlet, T1, advertised later. Lots more published in fairly short order. People don't like that sort of work if they can afford to pay you to do it, which is good for business. They never did publish a big dungeon though (ToEE is as close as it got in 1st edition), apparently didn't think it possible for a price anyone would pay.You, as referee, will have to devote countless hours of real effort in order to produce just a fledgling campaign, viz. a background for the whole, some small village or town, and a reasoned series of dungeon levels - the lot of which must be suitable for elaboration and expansion on a periodic basis.
That's an example of why I don't see 1st edition as being near as hard-assed as most people do these days. Some of the rules are clearly punitive against certain player types that Gary didn't like (To obtain real satisfaction from such effort, you must have participants who will make use of your creations: players to learn the wonders and face the perils you have devised for them. If it is all too plain and too easy, the players will quickly lose interest, and your effort will prove to have been in vain. Likewise, if the campaign is too difficult, players will quickly become discouraged and lose interest in a game where they are always the butt; again your labors will have been for naught. These facts are of prime importance, for they underlie many rules.

Anyway, continues as an apology for content. Tried to keep out fiddly stuff (fail), tried to keep in wonder and fantasy (success, in it's own nut-kicking way).
Ah, competitive D&D play at tournaments. Becoming a greatly skilled player of the game is another thing that changed over the years. Skill now is in creating characters (or looking them up online) and the play mostly rolls out from there, activating your character sheet to do the work for you. Tournaments are about dressing up, having fun, and making friends.Returning again to the framework aspect of ADVANCED DUNGEONS & DRAGONS, what is aimed at is a "universe" into which similar campaigns and parallel worlds can be placed. With certain uniformity of systems and "laws", players will be able to move from one campaign to another and know at least the elemental principles which govern the new milieu, for all milieux will have certain (but not necessarily the same) laws in common. Character races and classes will be nearly the same. Character ability scores will have the identical meaning - or nearly so. Magic spells will function in a certain manner regardless of which world the player is functioning in. Magic devices will certainly vary, but their principles will be similar. This uniformity will help not only players, it will enable DMs to carry on a meaningful dialogue and exchange of useful information. It might also eventually lead to grand tournaments wherein persons from any part of the U.S., or the world for that matter, can compete for accolades.
Heh. Wargamers. They had no idea what they were creating, did they.
As this book is the exclusive precinct of the DM, you must view any non-DM player possessing it as something less than worthy of honorable death. Peeping players there will undoubtedly be, but they are simply lessening their own enjoyment of the game by taking away some of the sense of wonder that otherwise arises from a game which has rules hidden from participants. It is in your interests, and in theirs, to discourage possession of this book by players. If any of your participants do read herein, it is suggested that you assess them a heavy fee for consulting "sages" and other sources of information not normally attainable by the inhabitants of your milieu. If they express knowledge which could only be garnered by consulting these pages, a magic item or two can be taken as payment - insufficient, but perhaps i t will tend to discourage such actions.


I can see already it will be a very hard job defending this thing. But, defend it where fair is a task that I hope to find enlightening.
The CREDITS are a note that Gary lost his notes about who to credit everything with, but he did work up a list of names for the credits anyway.

Also thanks Judges Guild for growing the hobby, which is much nicer than the later bullshit lawsuits.
Amateur hour at the publishing house. Ah well, they were a pretty small company, and Gygax is still quite new to the job of actually writing things for a living. Having read most of Dangerous Journeys and Lejendary Adventure, it's fair to note he never got much better at it either (feuds and lawsuits over terminology not helping in the slightest, long story). Of course, in a lot of ways, it's positively delightful because of his amateurish Vance-like style. I'll try to highlight the odd gem as I go.If by any chance I have neglected anyone, please forgive me, as the task of finishing the DUNGEON MASTERS GUIDE has taken some two years; and during that time I have read hundreds of pages of suggestions, done thousands of pages of researching, and written about twelve hundred pages of manuscript. A job begun in 1976, often interrupted, has at last been completed. Notes made months or years ago have a way of getting lost in the last minute rush at the finish.
Oooh, dear. This is going to take a while. Must quote less, summarise more.