jgsugden
Legend
I think the defining characteristic of AD&D for me was diversity of styles. I played in 30 or so different AD&D groups and found they were often very different. That being said, there was a percentage of "by the book" games that were similar, but that similarity grew out of them using modules for the "book".True. Of course, that kind of adversarial mindset was pretty common in 1E--and looking at the Hellfire Club and its DM, I would absolutely expect to find it at their table.
The homebrews, that either highly changed modules or did not use them at all, tended towards greater variety. The biggest factors were the imagination of the DM, then the willingness of the DM to let players drive the story with their decisions, and then the willingness of players to drive stories by making big story decisions. Critical Role (campaign 1) remeinds me a lot of two of the best campaigns I was in from the 1980s. In both of those situations, the players took control of the campaign by deciding to do something the DM did not expect, and the DM then creafter the adventure (and in a sense the world) around that storyline.