billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
But, that's the point I've been making all the way along. It's only priority because of personal preference. You said it yourself, if the new idea is good enough, then it skates by - as evidenced by 3e and now 5e.
You're ignoring the nuance. It's not a question of being better skating by, it's being so much better. It pretty much has to really beat the hell out of the prior version to avoid frustrated blowback.
Why is backwards compatibility such a major issue? We've had lots of evidence that most campaigns don't last more than a year or two. Yes, there are outliers that last much longer, but, they are outliers. If campaigns only have a half life of a couple of years, then changes should be pretty easy to incorporate. And, if someone wants the earlier stuff, they can still do so - just convert the earlier stuff to the new ruleset, same as we've always done.
Most campaigns aren't all campaigns. Nor are all campaigns defined by a single churn of PCs, some extend from adventuring group to adventuring group within the same continuous setting, even to the point of spanning D&D editions. Backward compatibility is pretty important in those situations. We had a campaign run from 1e, through 2e, and into 3e. And the same evidence that shows most campaigns don't last more than a year or two also shows that the longer a gamer is in the hobby, the longer the campaigns run partly due to the frequency of play decreasing and the length of time played in a single set of characters increasing, both of which increase the vulnerability of a campaign to encountering an edition change.
What I don't get is this idea that change is the criteria for judging material. It really isn't. It's all about personal preference. No one ever steps up and says, "Well, I really like the new paladins, but, they're different, so, we should go back to the old paladins". The only thing prioritizing earlier material does is set people up as gate keepers for protecting their personal favorites.
As people, including me, have brought up in other threads, changes bring on extra effort and frustration. If the new paladin's a major change, ongoing campaigns may have to deal with new players coming in and needing more reeducation to replace their expectations. Or it may mean a bit of conversion on the GM's part or even reeducation of the players already in the game. The greater the change, the more the effort. None of that has anything to do with quality, per se. If it involves personal preference, it's borne from preferring to not have to relearn so much of the game every time the developers get it in their heads they want to reconcept the hell out of everything. Give me new rules? OK, how well does this work with what we've been doing? Give me new monsters? OK, how well do these fit in? Redesign the rules? OK, same as before but the bar is much higher since they may substantially change how characters play. Redesign the monsters? OK, same as with new monsters but again the bar is much higher since they may substantially change how parts of the campaign work.
People almost universally conflate personal taste with quality "I like it, therefore it's good. I don't like it, therefore it's bad."
Fortunately, we're not discussing quality here. We're discussing continuity and compatibility and the frustration and extra effort required when new changes conflict with older information. These contribute to why people put priority on what came before and the continuities from publication to publication, from edition to edition.