Olgar Shiverstone
Legend
I'm kind of surprised. That sounds a lot farther away from its war-gaming roots than I'd expect. Don't the war games all go pretty badly if the players haven't rationally chosen their army composition?
So the OD&D modules were all set up to work well for parties made up of all mages, or who had no healing or lock-picking, or any other really unbalanced combination without turning into cases where the party just had to give up or all died? If so, that sounds like some modules that should be worth checking out for some general design principles for any edition. Or was it just that because it was going to be a blood-bath anyway no one got their hopes up about survival (just had them up about having fun)?
Many early D&D modules assumed a significant use of hirelings, so it wasn't necessary for the PCs to "cover all the bases". Nor did rules design really focus on class niches like defender, controller, etc (which are a more modern concept). Also, I think that with early design focus more on testing player skill vice character skill in game, having those roles in every party was less important. Careful, clever play goes much further than party composition (still true today, frankly, but character skill has trumped player skill in current game design -- player skill in more complex rules sets gets more challenged out of play in building the character than in play playing the character).
Ultimately though I think the shift is less about game design and more about gaming culture. Back in the day in the groups I played with we never assumed we needed the bases covered (though a cleric was useful), but that seems to be more prevalent today. I don't know if that's MMO influence and role-based games, or just parallel evolution that shows in both MMOs and tabletop (I suspect the latter).
Edit: Now that I think about it I wonder how much the transition to video games (not just MMOs) has influence the role-based trend. In tabletop for example you didn't need a thief relying on player skill and equipment to find and avoid traps, for example (hence the ubiquitous 10'pole). But in a video game like Baldur's Gate, you only get the flexibility that is programmed in -- no thief, no convenient way to reliably find traps.
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