I completely agree that it is an interesting thing to look at and consider, however, you will find nothing but frustration if you attempt to apply objective truth to something as subjective as reading interpretation.
It seems clear to me that for [MENTION=15700]Sacrosanct[/MENTION] that paragraph was more than enough to encourage all the levels of role-playing they engaged in back when they played that edition.
That's not in dispute.
But if you think that what is said in Gygax's PHB is
just the same as what is said in the 2nd ed PHB, then frankly I'm baffled. Nowhere does Gygax
actually talk about creating a unique personality.
And have you actually read pp 107-9 of his PHB? Have you read the articles I referred to in early White Dwarf?
Back in the 70s through at least early 80s there was an approach to RPGing called "skilled play". Here is an example of how that unfolds, from Gygax's DMG (p 98):
DM: ”The floor is damp and rough. There are arches supporting the ceiling, starting from a spot about 8 above the floor and meeting about 20' height in the central dome of the place - it is difficult to tell, because the whole ceiling area is covered with webs . . . . Possibly old cobwebs. Oh yes. There are some mouldering sacks in the southwest corner, and some rubbish iumbled in the center of the floor - which appears to be dirt, old leather, rotting cloth, and possibly sticks or bones or something similar.”
LC: (A confused babble breaks out at this point, with players suggesting all sorts of different actions. The leader cautions them and tries for a careful, reasoned, methodical approach.) “The gnome and the halfling will hand their torches to the fighter (me) and the cleric. They will then look down the east and west passages, while I check the one straight ahead to the south. The cleric will check the sacks, and the magic-user will examine the pile of refuse in the center of the chamber. Everyone agree?”
OC: ”Sure!” says the player with the cleric character, ”I’m moving over to the sacks now, sticking close to the lefthand wall.”
DM: ”What are the rest of you doing? As indicated? Tell me how you are doing it, please.” (If miniature figures and a floor plan are being used, each player can simply move his or her figurine to show route of movement and final position. Otherwise, each player must describe actions iust as the cleric character player did above.)
LC: ”They are now in position, what is seen and what happens?”
DM: ”Just as the three are about in position to look down the passages, and while the cleric is heading for the rotting bags, the magic-user cries out, and you see something black and nasty looking upon her shoulder!”
LC: “EVERYBODY, QUICK! SEE WHAT’S ATTACKED HER!” Then turning to the referee: “We rush over to help kill whatever has attacked her! What do we see?”
Etc
Notice how PC personalities play
absolutely no role in that example of play. What is important is that the players imagine themselves into the fictional situation, and declare actions for their PCs on that basis. A player in that sort of game does not need to be especially good at creating a unique personality, but does have to be good at imaginative problem-solving.
A readily accessible module (I'm pretty sure there was a free 3E re-release by WotC), that shows something of a high watermark for that sort of play, is White Plume Mountain. That module contains, just as one example, a frictionless corridor with pits that have spikes at the bottom that inflict "super-tetanus". Working out how to get down that corridor (eg by surfing dungeon doors down it) is not primarily a problem of characterisation. It's imaginative puzzle-solving.
If you and [MENTION=15700]Sacrosanct[/MENTION] are denying that that style of play ever existed, or that it has relatively little in common with the sort of play espoused by a 1990s module like Dead Gods, or even a contemporary PF adventure path, then I'm not sure what to say - I've got pages of essays by Gygax, Pulsipher and others that talk about it, that talk about the differences between it and the style of those later modules, not to mention my own lived experience.
Personally, one of the more interesting relics of the game that I've heard about is that Gold=EXP.
From this I infer that you were not playing D&D in the late 70s or early 80s, when these rules were not "relics" but were current.
There's nothing wrong with being younger than me!, but I'm not sure then what exactly you are arguing with me about. Are you trying to tell me that discussions in the late 70s/early 80s of the difference between "skilled" play and "story/character-style" play were all confused because there was no difference to be talked about? Are you telling me that the play advice in Gygax's PHB, pp 107-109, is no different from the play advice in the 2nd ed PHB? Are you saying that you can't see any difference between White Plume Mountain and Dead Gods in terms of the sort of play the seem oriented towards?
That is fascinating to me, and has a ton of logistical problems along with it unless it was interpreted as getting the same amount of EXP as you receive gold.
I'm not sure what you mean by "logistical problems", but the rule is fairly simple: 1 XP is earned for each gp equivalent of treasure removed from the dungeon. There was a disagreement over whether or not magic items earned XP (originally the answer was "no", but AD&D said "yes").
This rule was invented in the context of a game of dungeon exploration. It operates against a background assumption that the main focus of play is entering dungeons, exploring them, finding valuable treasures, and then looting those treasures. (The basic mode of play is explained by Gygax in his DMG, pp 107-9. The example of play that I quoted above shows it at work.)
As the assumptions of play tend to change - eg people abandon ecologically and economically nonsensical "mega-dungeons" and try to build gaming settings that somewhat resemble an imagined fantasy mediaeval period (LotR, Conan, etc); that have villages and cities that aren't just abstract bases for buying gear and storing treasure but have their own politics, social customs, etc; then the logic of the gold-for-XP rule breaks down. (Empire of the Petal Throne is a curious example of this: it presents this amazingly thought out setting which seems ideal for intrigue, politicking, etc, the actual play of the game is presented as classic D&D dungeon crawling with XP for treasure. Weird.)
it is too easy to break if you allow selling things for gold to equal EXP
On the contrary, that is part of the point of playing in this style - you take not only coins but other looted gear and sell it. (See eg the discussion by Gygax in his DMG, pp 91-92, under the heading Placement of Monetary Treasure, where he emphasises that monetary treasure should often take the form of hard-to-lug-out gear that can then be sold for coins.)
why do you think we still have EXP= Monster killing these days?
Mostly for legacy reasons. But also because the default event of play, which the rules for D&D continue to support reasonably well, is the PCs fighting monsters or NPCs.