...The man definitely understood design.
Huh? All you have to read is something like the dwarves special abilities:
Detect grade or slope in passage: 75% probability (d4, score 1-3)
Detect sliding or shifting walls or rooms: 66 2/3% probability (d6, score 1-4)
Detect traps...: 50% probability (d4 score 1-2, or d6, score 1-3)
His design and mechanics are all over the place. I'm not actually criticizing this, the game started as an off-shoot of war-games and he was designing in part by borrowing or expanding existing rules, along with finding solutions to new problems.
And his rhetoric was always full of 'musts' and 'must nots', although his home games from what I understood were not quite as rigid. So apparently what he viewed as good game design for publication was different than that of actually playing the thing.
As far as what he wrote about in terms of game worlds, etc. Remember that the DMG was published before the World of Greyhawk supplement, and that was far from a complete game world. Tekumel was the only real campaign setting at the time, and one could argue that it wasn't equalled/surpassed until the release of the Forgotten Realms a decade later.
We've also had 30+ years of science-fiction and fantasy movies, shared-world novels, video games and of course an enormous amount of RPG material released. The idea of building an entire fantasy world, with Tolkien as the yard-stick, made it seem far more daunting in the mid-to-late '70's than it does today. Your frame of reference today is vastly different than it was then.
No doubt the quality of homegrown game worlds varies greatly, but the thing is, it's OK. It just needs to be good enough. Some of us are more particular than others (I'm sure I'm in that group), and that can be a good thing, and a bad thing. I've developed several worlds, and ultimately came to the conclusion that the Forgotten Realms (which I was also still running) made it much easier to focus on what's really important for a DM - running a good game. I could spent a week detailing some corner of a world that might never come into play, or focus on being prepared for the next session.
I do agree that a lot of players pick certain races because they see them as more powerful. Why? Because that's my experience. Over and over. Perhaps nowadays people play them because they are different, rather than more powerful. Which leads to my other primary experience - those choosing these types of races grow tired of not being different/powerful enough, something new comes along, and they want to play that instead. Obviously that's not the case with everybody.
Remember that most of these races go back to earlier editions where they
were more powerful. 5th edition has scaled (pun not intended) them back to be in line with the other races, with optional rules to provided them with some of their additional 'innate' abilities. I've never liked tying racial abilities to class level. If it's an innate racial ability, rather than one that's learned, shouldn't it at least be tied to age?
I do think it's a lot harder than people think to design a world where humans aren't the central role, or even just a non-human race. The vast majority of alien races are designed basically as re-skinned humans. Even the dragonborn.
Have you ever played, or had a player in your game play a character or race that wasn't 'human?' Why are dragonborn designed to be humans in a dragon skin? Why not capable of being both bipedal and quadrupedal? Why would they develop a human-like society and culture? Why would they even see humans, or other humanoid races, as equals and not just a food source? Their language would be vastly different, and would they even be able to speak our languages? Why would they want to? For a creature with natural weapons, why would they invent a sword? Wouldn't their natural fighting style be different? Wouldn't they design any weapons to take advantage of that? If they designed armor, wouldn't they design something in an attempt to counter the most common weapon used by their opponents? As in, their breath weapon?
The standard dragonborn character sounds and acts human, and in game it's generally forgotten that they look different, and the only real in-game identifier is their breath weapon. Just killed an orc in plate. Oh, I'll take it. Yeah, it'll fit.
Add on the cultural issues, the fact that most conflicts in the world revolve around religion or race, or some power-hungry individual that manipulates religion or race, it's just very difficult for me to work into my world. Hey, that's probably just me. I'm no Greenwood, Tolkien, or one of many other extremely talented individuals that has designed a successful fantasy world. But I like the world I design, or at least modify, to make sense to me. That helps me to make it make sense to my players.
As an example, my lizardfolk are much more reptilian. Their 'culture' grew out of the fact that their mothers lay a clutch of eggs and abandon them. They are stealthy, can move in both a bipedal and quadrupedal fashion, climb and swim. Of course they are also cold-blooded and live only in warmer climates. Swamps are common, but so are arid grasslands. They differ regionally, in color patterns, crests, and other identifying features, sometimes with several in a given region that frequently war with each other. Well, war is a bit too organized a term. Essentially, anything that's not them is considered prey, if they think they can kill it. Otherwise it's to be avoided.
They don't fit any type of humanoid armor, but they can use weapons. Although they prefer small weapons that don't impeded their movement. Rocks and slings are more common than spears. Shields are sometimes used, as long as they can strap it to their back. Some are innately magical, so there are 'fighters' and 'sorcerers.' Any group is based solely on oppression, and if the leader is killed the group is more likely to disband than have a successor. Otherwise they are semi-cooperative. Several may attack the same prey, which helps bring them down, but then they fight amongst themselves for the largest share of the food. They do like trinkets and shiny things, which they will wear if possible, but otherwise bring back to their lair. But not to the degree that they would worry about taking it all with them if they move. They would take what they can carry and leave the rest, if at all. Their language is primitive, conveying only basic concepts of prey, danger, etc, and some communication is handled through scent, posture, and other non-verbal approaches and cannot be learned by other races as a result.
The only more 'organized' groups are those controlled by yuan-ti. They are treated and controlled more like guard dogs than an intelligent race. They generally have to be kept caged or chained to avoid them wandering off. But when pointed in the direction of prey, they are reliable enough, but with quite low morale unless compelled by magic. And they would never be a PC class. It just doesn't make sense.
But, I've started a new 'anything goes' campaign to see how it goes. So far it's fun, but I'm not sure it will have the depth, the ties that make it feel like a living breathing world. We'll see. The racial mix sounds like it's already going to shift with the next new player based on what he wants to play, so we'll see what happens.
Ilbranteloth