Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Saturday, January 6, 2024

AD&D 1e DMG: Combat

I've been thinking about initiative and combat maneuvers and decided to see what Gary had to say about them.

But first:

Are crippling disabilities and yet more ways to meet instant death desirable in an open-ended, episodic game where participants seek to identify with lovingly detailed and developed player-character personae? Not likely! Certain death is as undesirable as a give-away campaign. Combat is a common pursuit in the vast majority of adventures, and the participants in the campaign deserve a chance to exercise intelligent choice during such confrontations. As hit points dwindle they can opt to break off the encounter and attempt to flee. With complex combat systems which stress so-called realism and feature hit location, special damage, and so on, either this option is severely limited or the rules are highly slanted towards favoring the player characters at the expense of their opponents. (Such rules as double damage and critical hits must cut both ways — in which case the life expectancy of player characters will be shortened considerably — or the monsters are being grossly misrepresented and unfairly treated by the system. I am certain you can think of many other such rules.)

Emphasis mine.  Nobody escapes un-chastised - the mudcore misery-porn wing of the OSR, the ADHD gamers who never run sustained campaigns, the Monty Haulers, the "combat is a failure state" folks, the railroaders and agency-deniers, the WotC-era players for whom retreat is unthinkable, and the hardcore simulationists who want hit location tables.  And then a pleasant surprise to see that even this early in the history of the game, the disproportionate impact of crits on PCs was already understood.

Aaaand then we proceed to get a combat system with 6-second segments within rounds, fiddly initiative modifiers based on weapon speed (and sometimes multiple attacks if your weapon speed is faster enough than the other guy's?  But what if you take your first attack and then the guy dies?  Can you use your second attack on the guy next to him who had a faster weapon, against which you wouldn't've gotten an extra attack?), and pummel/grapple on percentile charts with lots of tiny modifiers that could've come from Boot Hill.

sigh

There were a couple of interesting bits though.

Surprise uses the best modifier in the party, rather than ACKS' "well the barbarian isn't surprised but the rest of you are."  Except for Dexterity modifiers, which apply to surprise but only for individuals.  So you do still get situations where the party loses surprise but the thief gets to act in the surprise rounds I guess?

This reaction roll table is quite interesting.  It's on a d%, and the middle band which would usually be "Uncertain, Ambivalent" on 2d6 is split into three bands, of uncertain leaning negative, neutral / uninterested, and uncertain leaning positive.  The middle band, truly uncertain, is half the size / probability of either of the two "leaning" bands.  This seems like a pretty good change really - nothing stalls an encounter like a Neutral reaction roll and the DM trying to figure out what that means in context.  (Tangentially, this also means that the reaction roll modifier from Charisma is percentile 

Dex modifier also applies to initiative but only when attacking with ranged weapons.

Damage is applied simultaneously for individuals acting in the same segment, much like ACKS 1e.  Except in ACKS 1e, the individual initiative roll basically determines which "segment" you act in, rather than an initiative roll per side modified by individual factors like weapon speed to determine when each individual on that side acts.

Spellcasters have to stand so still while casting that they lose their Dex bonus to AC.  A strict reading of "cannot use his or her dexterity bonus to avoid being hit" does not suggest that this also negates Dex penalties to AC, if any.

A clear explanation of what happens if you try to turn a mixed group of multiple types of undead: "you [the DM] may opt to disallow any turning or other effect if the most powerful member [of a group of undead] — in the example above, the vampire — is not affected by the cleric."

"Paladins, lammasu, shedu, ki-rin, and similar creatures of good alignment (or from the upper planes) are affected by UNHOLY WATER."  Cue Grandpa Simpson: Burned by unholy water?  That's a paladin'.

The rules for charging are interesting.  "There is no dexterity bonus allowed for charging creatures. Creatures with no dexterity bonus become 1 armor class lower, i.e. easier to hit. Thus an AC 3 creature becomes AC 4. There is no penalty to AC 10 creatures for charging, however."  The duration of the AC penalty isn't specified.  It still gives +2 to hit, but also "Only one charge move can be made each turn; thus an interval of 9 rounds must take place before a second charge movement can be made."  So that's an interesting take on limiting the power of charging, especially if it were applied to a system where you could get bonus damage with spears, lances, on the charge.

Clear rules on the probability for pursuing monsters to be distracted by food or treasure.

Wednesday, September 6, 2023

1e DMG: Further Precedent for Player-Controlled XP Allocation?

I was poking around in the 1e DMG's section on experience points due to a discussion on /r/osr and stumbled across this on page 85:

Division of Experience Points:
How treasure is divided is actually in the realm of player decision. Experience points (x.p.) for slain monsters, however, is strictly your prerogative. It is suggested that you decide division of x.p. as follows:...

Italics mine.  And then the procedure for dividing XP only discusses XP from monsters. Further down on that page there's a discussion of XP from treasure but it discusses only things like lowering the ratio for XP from GP if the party was stronger than the monsters it took the treasure from, the value of magic items, and when XP for treasure is awarded - nothing about how XP from treasure is divided.

I think this could be interpreted in support of my old speculative post about players controlling how XP from treasure is divided through their choice of who to allocate treasure to.  The heading where this note about treasure being divided by players is explicitly about XP allocation.  The existing division procedure only covers XP from monsters, and no procedure for dividing XP from treasure is provided.  I wouldn't say it's clearly Gygax's intent that XP from treasure should be divided as the players choose, but I think it's the most reasonable interpretation of the gaps here.

Tangentially, the other thing that surprised me in the 1e DMG's section on awarding XP was:

SPECIAL BONUS AWARD TO EXPERIENCE POINTS
If your campaign is particularly dangerous, with a low life expectancy for
starting player characters, or if it is a well-established one where most players are of medium or above level, and new participants have difficulty surviving because of this, the following Special Bonus Award is suggested:

Any character killed and subsequently restored to life by means of a spell or device, other than a ring of regeneration, will earn an experience point bonus award of 1,000 points. This will materially aid characters of lower levels of experience, while it will not unduly affect earned experience for those of higher level. As only you can bestow this award, you may also feel free to decline to give it to player characters who were particularly foolish or stupid in their actions which immediately preceded death, particularly if such characters are not “sadder but wiser” for the happening.

 Gaining XP for dying, rather than losing it!  Wild!

Thursday, February 2, 2023

1e's Time in the Dungeon

The introduction to the AD&D 1e DMG mentioned that it's reasonable to omit random encounter wandering monster rolls if you understand the purpose of random encounters and it doesn't apply.  It doesn't tell you what that function is, though.  So I went looking for it and sadly didn't find it.

Instead, I found the table of how long various actions in dungeon exploration take.  It's split across a page boundary (pages 96 and 97) so I have reproduced it in text here rather than as a screenshot:

  • DOOR - search for traps: 1 round
  • DOOR - listening for noise: 1 round
  • ROOM - mapping, and casually examining a 20'x20' area: 1 turn
  • ROOM - thoroughly searching after initial examination: 1 turn
  • SECRET DOOR - checking for by simple tapping of floor or wall, by 10'x10' area: 1 round
  • SECRET DOOR - thorough examination for means to open, by 10'x10' area: 1 turn

I was very surprised to see the time-costs of some of these actions listed in rounds (which in 1e are minutes, 10 per turn, not 6-10 seconds) rather than turns.  I went back and checked and B/X (well, OSE) simply doesn't have times listed for any of the interactions with doors, and doesn't distinguish between types of searching - it just says that searching a 10'x10' area takes a turn.  I think I had been running listening at doors, searching them for traps, and searching for secret doors as taking a turn each.  I'm not sure how I feel about breaking the atomicity of the exploration turn and allowing it to be subdivided further into rounds.  I also find it very amusing that on page 97 shortly after this table of suggested times to perform these actions, Gygax complains about players who search everything and listen at every door.

Assume that your players are continually wasting time (thus making the so-called adventure drag out into a boring session of dice rolling and delay) if they are checking endlessly for traps and listening at every door. If this persists despite the obvious displeasure you express, the requirement that helmets be doffed and mail coifs removed to listen at a door, and then be carefully replaced, the warnings about ear seekers, and frequent checking for wandering monsters (q.v.), then you will have to take more direct part in things. Mocking their over-cautious behavior as near cowardice, rolling huge handfuls of dice and then telling them the results are negative, and statements to the effect that: “You detect nothing, and nothing has detected YOU so far —“, might suffice. If the problem should continue, then rooms full with silent monsters will turn the tide, but that is the stuff of later adventures.

But...  my brother in dice, you set the time cost to perform these actions so low that players would be stupid not to search for traps and listen at every door.

Maybe it's stupid to require a turn to listen at a door - but it works well and it's an actual choice!  And if it takes a turn to listen at a door, search it for traps, or try to pick a lock, then maybe you really don't need the no-retry clauses.

This does force me to consider that maybe I should give the party "free" attempts at finding secret doors in passing, assuming that they're tapping as they go because it's quick, and then make a successful turn-length search primarily for finding the mechanism of action / trigger.

There is also an interesting bit in here:

A gnome, for instance, must remain relatively quiet and concentrate for a turn to detect facts about an underground setting. Likewise, a dwarf must work at it. An elf doesn’t detect secret doors 162/3% of the time by merely passing them unless he or she is actually concentrating on the act. A character with a sword must have it out and be thinking about its power in order for the weapon to communicate anything to him or her. To sum it all up, DON’T GIVE PLAYERS A FREE LUNCH! Tell them what they “see”, allow them to draw their own conclusions and initiate whatever activity they desire.

Emphasis mine.  I think grouping in the use of magic sword detection abilities with these inherent racial abilities is telling about the expected frequency and ease-of-use of sentient swords.  There are no swords with detection abilities on table III.G. Swords on page 124 - swords with detection abilities only arise from the Sword Primary Abilities table for "unusual" (sentient) swords on page 167.  In conclusion, further evidence that the sentient sword rules are significant and have a purpose.

Thursday, January 26, 2023

AD&D 1e's Time Sinks

I've been working my way through the 1e DMG and translating/summarizing the DMing advice out of Gygaxian into plain english for my own use.  I'm not that far through it yet but one thing that is constantly sticking out at me is that there are many time sinks.  For example:

  • Every time you go digging through a pile of rotting crap or spend time holed up in unsanitary conditions you might catch a disease, which may cost you 2-4 weeks of downtime (and possibly ability score damage, death, blindness...).  You can also catch parasites from drinking bad water, with similar effects.
    • As an aside, the paladin's disease immunity sounds amazing if the disease rules are played straight
    • I'm probably going to end up writing another post about this at some point.  I think there's a good disease system waiting to be derived from this system - one not as crushingly awful as LotFP's corruptions and not as "all-or-nothing" as B/X's save-or-die diseases.
  • When a paladin hits 4th level, he gets a vision of a horse.  Not a horse, just a vision.  And then he gets to go on a ~2 week quest to get his special mount.
  • Thieves and assassins can go spying and infiltrate organizations.  Simple missions take up to a week, complex missions take multiple weeks.
  • High-level assassins can study poisons, which takes many many weeks (and costs lots and lots of gold).  Once they've done their course they can create pretty arbitrary poisons, which takes a week or two.
  • If you miss your initial window for Cure Disease after contracting lycanthropy, one of your options to remove it is to spend a month or so in an abbey drinking holy water infused with wolfsbane out of a silver chalice (for a considerable donation to the monks hosting you, of course).

That's all in the first 23 pages.  It's not like there's a big list of "campaign activities that take time", it's all mixed in with everything else, and if I didn't have time on my mind I probably wouldn't see it.  But it's there.  Lots of ways for time to get spent.

Maybe it would be fun to compile that list of all the ways to spend downtime (or to have downtime inflicted on you) in 1e.

Wednesday, November 2, 2022

AD&D's Artifacts (or Relics?)

I'd been meaning to take a closer look at the 1e DMG's section on artifacts after noticing during my previous skim that there were a bunch of blank lines that looked like they were meant to be filled in by the DM.  I finally got around to it today and what I found was even wilder than I expected.

Surprise #1: you can roll artifacts on the random treasure tables.  A 17 on the d100 on table III.E.1, Minor Miscellaneous Magic Items, is "Artifact or Relic (see Special table hereafter)".  And then you roll a d% on table III.E.Special and an 01 is the Axe of the Dwarvish Lords and a 100 is the Wand of Orcus and everything in between is on that same level.  Since rolling on the main magic item table has a 3% chance of going to table III.E.1, any magic item roll has an 0.03% chance of yielding an artifact - about 3 in 10,000.

That doesn't seem like a crazy-high probability, and it's pretty awesome that you can roll them randomly at all.

There is a note that if you the DM don't want an artifact in your campaign you can instead replace it with a Bag of Beans, an actual minor magic item.  Which I'm sure many DMs did, but I imagine that letting the dice even suggest an artifact at random would probably increase how often we see them in play.  I also like this bit (emphasis mine):

Regardless of how any of these items come into your campaign, only 1 of each may exist. As each is placed by you or found by player characters, you must draw a line through its listing on the table to indicate it can no longer be discovered randomly— if the dice indicate an item no longer available, you may substitute a clue as to its whereabouts or simply ignore the result so that no magic item is found at all.

And in a big 1:1 timescale campaign game with patrons, "where it might be found" might well be with some other player's character.  The Teeth of Dahlver-Nar also seem much less insane when considered in a large-campaign context.  This is a set of 32 artifact-tier teeth and the more of them you collect the stronger the effects get.  Hunting down 32 teeth individually as a single cohesive party would be a huge slog, but if you have multiple adventuring parties operating in parallel across timespans of years, accumulating a significant number of these seems much more plausible.  This is probably true of the other "set" artifacts like the Regalia of Might and the Rod of Seven Parts as well.

Anyway, what's up with these blank lines with roman numerals in each item's description?

Because of the unique nature of each artifact and relic, their powers are only partially described. You, the Dungeon Master, must at least decide what the major powers of each item are to be. This prevents players from gaining any knowledge of these items, even if they happen to own or read a copy of this volume, and it also makes each artifact and relic distinct from campaign to campaign.

(Again, emphasis mine)  This too is awesome.  And then there are long lists of candidate entries for each roman-numeral type.  I and II are minor and major benevolent powers, III and IV are minor and major malign powers, V are prime powers, and VI are Side Effects.  The balance here seems a little uneven; some of the minor benevolent powers seems competitive with some of the major benevolent powers, and the Side Effects are a very mixed bag, with some rather brutal curses and some pretty neutral or maybe even useful effects if clever.  The prime powers are ridiculous.

Other possibilities include the ability to cast resurrection 7 times per week, meteor storm once per day, finger of death with no save once per day, wish once per day.  We're not in Kansas anymore.

The counterbalance to these are the Major Malign Powers, which trigger when a prime or major benign power are used.  These are also excellent.  "User is instantly killed but may be raised or resurrected", for example.  Many of these feel unreasonably punitive for some of the major benign powers (ex Speak With Monster 2/day), but for keeping Prime Powers in check, yeah, these seem appropriate.

Another interesting thing here is that these lists aren't rollable tables; they're labeled with letters (and then doubling up, X, Y, Z, AA, BB, CC, ...).  This has to be intentional.  Gygax doesn't want you rolling randomly a "wish 1/day" item.  Gygax also doesn't want you to roll an Axe of the Dwarvish Lords that kills you every time you use it to cast Speak with Monsters.  Gygax wants you to stop and think about these superweapons you're considering handing out.  Apparently this is where the line gets drawn for random generation.

The section on destroying artifacts is also pretty good.  Some of them involve killing gods or demon lords.  And since gods and demon lords have stats in the 1e Monster Manual and are on the random encounter tables, this could actually happen in play.

The term "artifacts and relics" is also interesting.  Relics in real life are "the physical remains of a saint or the personal effects of the saint".  "Relic" is a much tighter noun than "artifact", and captures the nature of a lot of the artifacts well (for certain values of "saint").  It's kind of a bummer that "artifact" caught on as the term here.

I think the relationship with sentient swords here is also significant.  These are sentient swords turned up well past 11.  Sentient swords zap you for damage if you're the wrong alignment; some of these relics will save-or-die you if you're the wrong alignment (or just low-level).  Some of them have ego and intelligence scores and will have personality conflicts with you just like sentient swords.  But they seem like they might have the same job as sentient swords, of giving non-spellcasters access to limited spellcasting capabilities, of helping balance high-level fighters with high-level MUs, but at the very high end.  The big difference is that sentient swords are lower power and balanced primarily by Ego to keep high-power swords out of the hands of low-level characters, while artifacts are all high-power so that Ego balancing mechanism falls by the wayside and is instead replaced with permanent costs/risks to the characters using them.  Which is also why you can get away with single characters using multiple artifacts when they could only use one sentient sword at a time - multiple artifacts give you more options, but you still have to pay the Major Malignant price each time you use one.

I'm now rather curious to go see if OD&D had artifacts.  I don't recall them from the LBBs or Greyhawk.  It sounds like they were in Eldritch Wizardry but their effects may have been underspecified.  I'll have to give it a look I suppose.

In conclusion: lots of good stuff to steal here.

Saturday, June 4, 2022

Magic Swords, Proficiencies, and the 1e DMG

This is actually like three short posts about magic swords rolled in to one.

  • I've been thinking about trying to organize some in-person D&D, and OSE is probably an easier sell than ACKS in this part of the world.  So in the absence of proficiencies, my previous post about magic items in place of proficiencies has been back on my mind.
  • If I also wanted to keep cleaving in an otherwise mostly-stock B/X game to give fighters some of their OD&D multi-attack mojo back and help them scale into the high levels, that might also be a good thing to attach to magic swords.  At first wag, something like three cleaves per round per point of bonus seems likely to keep pace with 1 cleave per HD at least up to name level.  This has a number of other interesting properties:
  • Second, there was a discussion in discord recently about sentient swords.  Thinking about magic swords through the lens of "class proficiencies for fighters and thieves that clerics and MUs don't get", sentient swords are actually a restricted form of spellcasting for non-caster classes.  I think they're really important, that using them should generally not be a hassle, and neglecting to roll for them is a contributing factor to caster superiority.  The whole ego / conflict of wills mechanic is to keep high-level powers out of the hands of low-level fighters, and to keep fighters from amassing too many spell-like abilities by having multiple sentient swords. 
  • I've been skimming the 1e AD&D DMG recently, because it also keeps coming up in various discussions.  I went and looked in the treasure tables because I was curious about how it handled sentient swords, and several things struck me:
    • 25% of swords are "unusual" (sentient).  This is in the same ballpark as B/X's 30%, but much higher than ACKS or later editions.
    • "All abilities function only when the sword is held, drawn, and the possessor is concentrating on the desired result."  This isn't "ask the sword nicely to use its powers".
    • AD&D computes willpower score differently - sum of a character's Int and Wis scores plus their level (with the level bonus reduced by damage taken).  This means that cap for character willpower/personality score is basically unbounded!
      • A "typical" random sentient sword has about 13 Int, empathic communication, two detection abilities and an Ego of 3 or so, and is reasonably useable even by a low-level fighter of average mental stats.
    • "N.B. Most players will be unwilling to play swords with personalities as the personalities dictate. It is incumbent upon the DM to ensure that the role of the sword is played to the hilt"
      • har har
  • Reading the 1e DMG's magic swords, I was also struck how a number of them had effects that activate on a natural 20.
    • This wraps back around to limiting the scope of proficiency-like exceptional cases by making them magic items.  Rather than taking Weapon Focus in order to get the ability to crit, it's a property of some swords.
    • Making crits a property of magic weapons means monsters aren't critting PCs, which is the usual trouble with critical hit rules.  Except for that tiny subset of monsters with eg Swallow Whole abilities that trigger on a 20 - it's probably OK to have it as an exception for, again, big scary supernatural monsters.
    • It also means you can have a variety of critical hit special effects, like vorpal's save-or-die vs the sword of life stealing's level drain on crit, without needing a complex critical hits table or system.  These effects can also be quite fantastical, since they're magical in origin.
    • This might also be a reasonable way to handle combat-maneuver like effects.  Magic hammers that sunder weapons on a natural 20, axes that break shields, rapier of disarming, magic shield that knocks foes down when they nat 1 against you, ...
  • Magic swords might also be a reasonable way to sneak backstab multiplier scaling into B/X, where even a max-level thief only does x2 damage.  idk whether I'd want to make just particular backstabbing swords that boost it, or something as simple as "a thief backstabbing with a sword +1 multiplies the die roll by x3 instead of x2, +2 -> x4, +3 -> x5".

Sunday, June 6, 2021

"A Meaningful Campaign"

I was thinking in the shower about that oft-quoted bit of Gygaxiana:

YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.

(all-caps his).

His detractors use it to make fun of him - look at this guy, taking strict timekeeping too seriously and getting mad enough to put it in all caps.  His adherents take it as dogma.

But I got to thinking about Boot Hill's perspective on campaigns, and started to wonder - maybe he meant a structure with much more autonomy for individual players than we typically think of in campaigns.  He's not talking about an "adventure path", obviously, since the quote is from the AD&D 1e DMG and Dragonlance was yet a twinkle in Weis and Hickman's eyes.  Less obviously, I think he's not even talking about the way OSR campaigns are usually run, where the party has a lot of autonomy but players are more or less bound together by it.  One example of this position from Dungeon of Signs - "Old style D&D is not a story about any one PC, it's a story about the adventuring party as a whole, or ultimately about a fictional world as a whole."

I got curious about the context around the Gygax quote, so I dug up my previously-unopened pdf of the 1e DMG and lo and behold, a paragraph after "YOU CANNOT HAVE...", we get:

For the sake of example, let us assume that you begin your campaign on Day 1 of the Year 1000. There are four player characters who begin initially, and they have adventures which last a total of 50 days — 6 days of actual adventuring and 44 days of resting and other activity. At this point in time two new players join the game, one of the original group decides to go to seek the advice of an oracle after hiring an elven henchman, and the remaining three “old boys” decide they will not go with the newcomers. So on Day 51 player A’s character is off on a journey, those of B, C, and D are resting on their laurels, and E and F enter the dungeon. The latter pair spend the better part of the day surviving, but do well enough to rest a couple of game days and return for another try on Day 54 — where they stumble upon the worst monster on the first level, surprise it, and manage to slay it and come out with a handsome treasure. You pack it in for the night. Four actual days later (and it is best to use 1 actual day = 1 game day when no play is happening), on Day 55, player characters B, C, and D enter the dungeon and find that the area they selected has already been cleaned out by player characters E and F. Had they come the day after the previous game session, game Day 52, and done the same thing, they would have found the monster and possibly gotten the goodies!

Some penalty must accrue to the non-active, but on the other hand, the over-active can not be given the world on a silver platter. Despite time differences, the activities of the newcomers to the campaign should be allowed to stand, as Destiny has decreed that the monster in question could not fall to the characters B, C, and D. Therefore, the creature was obviously elsewhere (not dead) when they visited its lair on Day 52, but it had returned on Day 56. Being aware of time differences between groups of player characters will enable you to prevent the BIG problems. You will know when the adventuring of one such group has gone far enough ahead in game time to call a halt. This is particularly true with regard to town/dungeon adventures.

 (emphasis mine)

Can you imagine the drama that would ensue if two new players joined your campaign (group?) and your existing players decided to not go adventuring with them?  I suspect that even in the vast majority of OSR campaigns today, this would be seen as a gross violation of social norms.  Even the West Marches assumes a cooperative community of PCs, a sort of "whoever's at the table that day goes adventuring together".  And yet here Gygax writes as if it were perfectly normal, as if association within the game-world was never taken for granted (and this example wasn't even one of those 20+ person campaigns mentioned in OD&D Book 1 - this is six players!).  This is what I mean by "no party" - there are player characters in the world and they interact with each other as they will.  Sometimes they work together to achieve their objectives, but that's a choice.  A party exists only for a single adventure.  Outside of an adventure, you can do as you please.  You want to go haring off after some oracle (for about a month, in the paragraph following the quoted one)?  By all means!  You want to spend a month just resting and healing?  Sure!  But you might get scooped on treasure.

It makes a lot of sense that if you have that norm, of players going off and doing their own things, and splitting into multiple parties, then yeah, you are going to want timekeeping!  As he says, to prevent "BIG" continuity problems.

The time lines of various player characters will diverge, meet, and diverge again over the course of game years. This makes for interesting campaigns and helps form the history of the milieu. Groups of players tend to segregate themselves for a time, some never returning to the ken of the rest, most eventually coming back to reform into different bands. As characters acquire henchmen, the better players will express a desire to operate some of theirs independently while they, or their liege lord, are away. This is a perfectly acceptable device, for it tends to even out characters and the game. Henchmen tend to become associates — or rivals — this way, although a few will remain as colorless servitors.

You may ask why time is so important if it causes such difficulties with record-keeping, dictates who can or can not go adventuring during a game session, and disperses player characters to the four winds by its strictures. Well, as initially pointed out, it is a necessary penalty imposed upon characters for certain activities [mostly magic item creation]. Beyond that, it also gives players yet another interesting set of choices and consequences. The latter tends to bring more true-to-life quality to the game, as some characters will use precious time to the utmost advantage, some will treat it lightly, and some will be constantly wasting it to their complete detriment. Time is yet another facet which helps to separate the superior players from the lesser ones. If time-keeping is a must from a penalty standpoint, it is also an interesting addition from the standpoint of running a campaign.

Emphasis again mine.  A couple of interesting things in these bits.  One is that the "diverge, meet, diverge again" is very much in the model of, say, Thieves' World, where there are persistent characters who make temporary alliances.  I have heard fiction in this form referred to as picaresque, but looking up the actual properties of picaresque I'm not so sure (I do like almost all of those in my D&D though).  The temporary nature of "bands" is again emphasized.  "interesting set of choices and consequences" is a very gamey thing to say, as is "separate the superior players from the lesser ones".  Gygax here is talking about D&D as a game that you can be better or worse at, and I think would not only say that it is acceptable for some players to fall behind as a result of bad choices and bad luck, but desirable.

So, returning to "meaningful campaign".  It seems that "campaign" here is meant much like the Boot Hill style of campaigning, a big set of interacting characters and a series of skirmish actions with a degree of continuity.  It seems that "meaningful" is meant in some combination of "maintaining internal consistency" and "preserving the agency of each individual player, that their choices about how to spend their resources [time] have consequences."

I'm really curious to see how this notion of great individual agency squares against the practice of having a caller.  I get the feeling I'm going to end up doing a lot more reading from the 1e DMG in the near future.  I found this a more thoughtful position on time, and better-articulated, than I expected.