Stormonu
NeoGrognard
There was a big change in D&D - I'd say it was with DragonLance.
You weren't running a stable of nameless characters anymore that was a one-column block of pre-generated stats*. The Dragonlance characters had history. There was an epic story. D&D was changing. It wasn't just playing to dungeon-of-the-week. It was trying to tell the gaming community you could tell stories - epic stories on par with the Lord of the Rings and other novels/movies/folktales with this game.
Look at how 2E focused on the campaign world - the characters, such as in Forgotten Realms. Look at the modules and DMing advice from early 2E - there was a palatable disdain for the dungeons of old - of hex-crawling and dungeon-delving. Story was king.
3E toned down the importance of story (relative to 2E) and tried to tell us that dungeon-delving was still good, solid fun. Yet characters were still important - one only needs to look at the thousands of options to customize your character to see that. 4E continued to build on that, and still stressed "character as king".
The game is no longer about throwing half a dozen characters at an adventure and seeing who survives to tackle the next "obstacle". But there is nothing wrong with this. It doesn't mean that D&D has "lost its way". It only means that those who play it have found their way - and how they want to play the game.
* As far as the designers went. There's always have been someone on the customer side whose played D&D as story-driven from the beginning.
You weren't running a stable of nameless characters anymore that was a one-column block of pre-generated stats*. The Dragonlance characters had history. There was an epic story. D&D was changing. It wasn't just playing to dungeon-of-the-week. It was trying to tell the gaming community you could tell stories - epic stories on par with the Lord of the Rings and other novels/movies/folktales with this game.
Look at how 2E focused on the campaign world - the characters, such as in Forgotten Realms. Look at the modules and DMing advice from early 2E - there was a palatable disdain for the dungeons of old - of hex-crawling and dungeon-delving. Story was king.
3E toned down the importance of story (relative to 2E) and tried to tell us that dungeon-delving was still good, solid fun. Yet characters were still important - one only needs to look at the thousands of options to customize your character to see that. 4E continued to build on that, and still stressed "character as king".
The game is no longer about throwing half a dozen characters at an adventure and seeing who survives to tackle the next "obstacle". But there is nothing wrong with this. It doesn't mean that D&D has "lost its way". It only means that those who play it have found their way - and how they want to play the game.
* As far as the designers went. There's always have been someone on the customer side whose played D&D as story-driven from the beginning.