Are Any Pre-4e Books Essential Reading?

The resource I go back to time and time again is the 1e Dungeon Master's Guide. Chock full of useful advice.

Agree..

For sword and sorcery inspiration, I like Karl Edward Wagner's Kane stories alot too (in addition to what's in rogueattorney's list).

http://en.wikipedia.org/wiki/Kane_(fantasy)

Darkness Weaves (novel 1978)
Death Angel's Shadow (collection) (1973)
Bloodstone (novel) (1975)
Dark Crusade (novel) (1976)
Night Winds (collection) (1978)
 

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The various DMR (Dungeon Master Reference) blue books of 2nd edition. THe villains book and original book were very solid for introduction various ideas to the game master that have been refined and updated for edition specifics as time has allowed. Creative Campaigning was another good one with some wild ideas on how to move a campaign.
 

Some of the books that have been listed you might have trouble getting a hold of, as WotC ceased selling prior edition PDFs, and the rarer ones can get pricey second hand.

But if you happen across them, here are a few pre-4e edition books I always keep handy because of the inspiration they provide:

AD&D 1e:
DM Design Kit: A great set of ideas for taking your game beyond the dungeon. Adventure design models, ideas for adventure setting ideas and exotic encounters.

AD&D 2e:
World Builder's Guidebook: What it says on the tin... a great resource for picking out elements of a game world and mapping it.
 

I think any of the Basic original books are great to leaf through...I remember really liking the Expert rules set.

I'd recomend:

Rules Cyclopedia
AD&D Players, DMG, Manual of the Planes and Unearthed Arcana
2nd Edition Players, Tome of Magic, Thief's Handbook, Paladin's Handbook, Villian's Guide, Dark Sun Boxed Set, Planescape Box Set and The Factol's Manifesto
3rd Edition Players, DMG, Manual of the Planes, Lords of Madness, Fiendish Codex, Book of vile Darkness, Libris Mortis

and I really liked: Stormwrack, Frostburn and Sandstorm...but I haven't really met anybody else who liked them. <shrug>

I think you can find inspiration from any edition but the above are books that I think were handled very well and interesting to read.
 

For D&D history, it's hard to argue with the Rules Cyclopedia. While it's a quirky system, it's one of the most elegantly developed RPGs of all time, very nearly the platonic ideal of itself. If you are looking to read more than play, the 1e AD&D DMG is a good one; the 2e version is namby-pamby, but has (generally) better rules. Going into third edition, you have to look at the 3e DMG II, which actually has some very solid advice.

In terms of systemless stuff, everyone should read Robin's Laws of Good Game-Mastering. I don't agree with all the advice, but everyone should read the advice. Gygax also penned two books, Master of the Game, and Role-Playing Mastery, that are quite good.

In terms of setting... at least one version of Greyhawk, the original boxed Dark Sun, and The Hollow World are essential to capture the classic swords-and-sorcery roots of D&D. Add to that any settings you are particularly fond of.

What you really need to do, though, is to read stuff besides D&D! For a truly classical education, you'll want to look at Bard Game's Arcanum/Atlantean trilogy, The Palladium Role-Playing Game (aka Palladium Fantasy 1e), one or more versions of the original Runequest, The Chronicles of Talistanta (plus either second edition or fourth edition of the Handbook), and one or more versions of Tekumel (Empire of the Petal Throne). Additionally, chew on at least one game off the beaten path: Pendragon, Swordbearer, Tunnels & Trolls, and HARP (or Rolemaster, or MERP) are all worth reading. Why do this? Back in the day, "playing D&D" as often as not meant playing some kind of hybrid. Even if you plan on playing pure D&D 4e, it's good to know what else has been tried. Inspiration could be lurking anywhere, and a broad reading list will allow you to have more fruitful conversations when talking critically about RPGs or asking for advice. From a player standpoint, each of these games will suggest archetypes, adventuring activities, or background options that can be used as inspiration.

Finally, play games besides D&D. This is the same advice, but moreso. Between 1981 and 1983, quite a few new games appeared, and by 1984, it was a whole new world. Say what you will about the dominance of D&D, there have always been other games, even non-fantasy games, since virtually the very beginning. GURPS Lite is free, and you should look at Hero System, too. WEG's D6 system is a classic, also much of it is avaible for free. In terms of super-hero games, you would be looking at Marvel Super Heroes (the original), DC Heroes, Champions/Hero System, and Mutants & Masterminds.
 

Essential? Nah.

Recommended? Hell yeah. :)

Recommendations: Monster books from 1st and 2nd edition. (2E will be a challenge to find since they had that obnoxious loose-leaf binder format, but maybe there's a compilation somewhere.)

1E Deities and Demigods.

Rules Cyclopedia.

2E Dark Sun (be sure to get the original boxed set, not the revised).
 

Lots of good suggestions.

For me, the suggestion would be the Settings. Mechanics come and go, settings are eternal. Some would mesh well with 4e, others require some work. Forgotten Realms, Eberron, and Dark Sun already have 4e conversions, so I'll list very little for them. My suggestion (in no particular order).

Planescape: The Planes were very different back then, more hodge-podge and mythical. Planescape mixes that awe and myth with philosophy, jaded cynicism, dungeonpunk, and plenty of awe-inspiring settings. Its the original home of Sigil (DMG2) so worth it for that!
Suggested: In the Cage: A Guide to Sigil, Uncaged: The Faces of Sigil, Planescape Box Set.

Ravenloft: The Demi-Plane of Dread held some of the greatest gothic-horror adventures. The setting is fairly modular (grab a domain and run with it) or it can be extended into a complete setting. Either way, brink wooden stakes.
Suggested: I6: Ravenloft (or 2e's Silver Edition or House of Strahd), Domains of Dread, Ravenloft Box Set (Red Box).

Dragonlance: Epic Herosim, and lots of Dragons. Surprisingly, it might fit well with 4e's conventions. My humble suggestion is to hang around the War of the Lance time; other periods can get convoluted quickly.
Suggested: Tales of the Lance Box Set, Dragonlance 3e book, Chronicles Novel Trilogy.

Al-Qadim: Arabian D&D? Lots of pseudo 1,001 Arabian Nights goodness, and the sha'ir is CRYING for 4e conversion. Its very different than your western fantasy motifs.
Suggested: Al-Qadim box set, Complete Sha'irs Handbook

Spelljammer: D&D, IN SPACE! Ok, the original is pretty hokey, and some of its ideas are REALLY bad (Giff, twitch, twitch) but in Polyhedron Mag 151, they did a 3e version call Shadow of the Spider Moon, which freaking rocks. You'd have NO problems converting it to 4e, and its a great mini-setting to do a Firefly, Star Wars, Battlestar Galactica, or other Fantasy/Sci-Fi Mashup.
Suggested: Polyhedron #151
 

2E will be a challenge to find since they had that obnoxious loose-leaf binder format, but maybe there's a compilation somewhere.
Well, you could just get the book:

addmm.jpg


:)
 

If you are playing Forgotten Realms, Ravenloft, Dark Sun, or Planescape, then essential reading would be the 2e fluff material that is written from the perspective of a character in the setting.

Forgotten Realms - Volo's guides

Ravenloft - Von Ricter's guides

Dark Sun - the Wander's Journal entries in the campaign setting is so freaking awesome that they lifted parts of it for the 4e setting book

Planescape - the whole thing was written using the vernacular of the setting. Factol's Manifesto shines brightest among these gems
 

I'd go with any sort of 1e or 2e player's handbooks, DMGs, and the like. Even the basic books packed so much musty goodness in them, that you'll be full of ideas and ready for the fun in no time.

I wouldn't go much further than 2nd edition. The later editions tend to lack the juicy flavor of the earlier editions, although there are a few standouts here and there (3.5 Eberron comes to mind, for example).


Edit (Where are my brains?)-

To get the most primal D&D essence possible, read what Gygax, Arneson, et. al read: Jack Vance, Micheal Moorcock, Robert E Howard, H. P. Lovecraft. The roots of the game are in early pulp fiction, low fantasy sword and sorcery tales. It might not be apparent now, but the presumed fantasy levels between oD&D and 4e are vast. You could be like me; initially a high-fantasy guy, I started reading Robert E. Howard because I liked the movie. Soon, I was hooked, and couldn't go back to that "infantile high-fantasy crap" ;).
 
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