It has been a while since reading this rulebook and reading it again, during this time and age in the hobby, it’s very well-written (better even) than many current RPG player’s guides. There is a great tutorial on what is and how to roleplay, including a very simple “Choose Your Own Adventure”-style adventure that introduces more and more of the game mechanics. There is even the opportunity to visit the town and resupply and purchase new equipment with treasure obtained.
A lot of “issues” that some people claim were present in earlier editions of role-playing games are not supported by the content of this book. The book uses sex inclusive language through-out, often using “himself or herself” or “they” when describing players and characters. The book talks about the issue of what we now refer to as “metagaming” and discusses the difference between player and character knowledge and gives examples of how players may roleplay their characters accordingly. It gives tips on roleplaying low and high character attributes. There is even a disclaimer in the Thief class description that Thieves who steal from their party members are likely going to cause dissension in their group. While overall, the game’s emphasis is on a party of “good” adventurers, the guide says that players can play with “chaotic” characters and notes some of the challenges that comes with this. There is a stress on having a fun group experience, which is the same message we hear people preach today.
I had never read Frank Mentzer’s revision of the D&D Basic Rules, because I had quit D&D Basic to play Advanced D&D (AD&D) in 1979, before this revision had appeared. Previously, in 1981 Moldvay had revised the Basic rulebook of J. Eric Holmes, but I was not induced to play Basic, because I liked the division of race and character class in AD&D. Recently, however, I have met many online who swear that the game has never been better than it had been using Moldvay’s Basic rules, and others who say the same for Mentzer's BECMI (Basic, Expert, Companion, Master, and Immortal) ruleset, of which this book is the first installment. So, I read this out of curiosity, to see what I could learn.
Essentially what I have found is so far identical to my memory of Moldvay’s Basic, but dilated over many more pages. For a reader who already knows how to play the game it is tedious reading. Mentzer’s version of the rules, however, takes the absolute beginner by the hand, and leads him gently along first steps to build an understanding of game mechanics on a solid foundation. The beginning player will easily find all his questions answered here.
The earlier rulebooks (both Holmes and Moldvay) are more challenging, and leave the reader to figure things out for himself. For many readers this is more engaging and fun. Mentzer, on the other hand, explains everything carefully. It’s good to have several approaches available for different types of readers.