For me, it was that I'd gotten tired of AD&D; there were a lot of other games around, and while fantasy is still my first love, most people I knew were happy to try different things, and mid to late 90's had tons of games to look into.
Once we got into the whole gaming scene, all kinds of people started appearing who were advocating using other rule systems, so I did play most of the games available at the time.
Gamma World, Runequest, Traveller, Pendragon, STURPS GURPS, heck, even that game of which I always forget the name but which was
obviously the inspiration for
Magic: The Gathering.
I soon concluded that all of that wasn't for me for many reasons. For example, I didn't much like playing barbarians who lost their arms the very second they ran into a flaming duck
(Runequest); I've lost count of how many time I'e had to roll up new characters for the handful of
Gamma World sessions we did because the others had been vaporized by laser fire; and I've always disliked RPGs that more or less "force" one into a role or culture
(Bushido, Call of Cthulhu) - I like to be as free as possible when role-playing but that's me, I guess.
Traveller did sort of stick, so we used that for some memorable SF adventures, but that was it.
Then one day, one of my AD&D gaming buddies showed up with the new PHB, and started telling me about all the changes. More than a few of them sounded very interesting; more options for PC's, better skills, spellcasters that felt more like a sleep spell/dart dispenser on legs at 1st level, and so on.
I got excited about playing D&D again, and pretty soon there were several games to choose from, including my own. And when 3.5 came out, fixing more things about the game, I was so hyped I didn't even realize I was basically paying full retail value for errata!
It wasn't until 4e came out that I was like "wait a second, why should I give up this version of the game again? I've bought scores of your damn books!", lol.
Though I did eventually try 4e and liked it.
At risk of turning this into another edition war thread, I will say the following on the later "editions" of the game. First, IMHO, they aren't so much "editions" as different games. Second, I've always rather liked that each class has its own, unique abilities and flavor in 1E/2E. Third, I can't even begin to fathom what "balanced character classes" mean. Why should everybody be able to do the same? I love the fact that you really have to work for your money in 1E/2E before you get out of the danger zone, although I admit that there is probably something wrong with the MU being able to use so few spells at lower levels, which can be especially frustrating in dungeon-based adventures. However, once you do get to, say, level 6, things really start picking up and then the MU is one of the most interesting classes to play IMO. And I think that 1E/2E is the best system for that for many reasons.
On the other hand, I know people who have refused to leave AD&D to this day. It's not like I wouldn't play if the opportunity presented itself, but I've found it's hard to get people who are used to modern games into it. There's a lot of strange-bordering-on-esoteric rules and odd ways of doing things that you just sort of accepted back in the day without really questioning whether or not there was a better way to present the game to newcomers.
That
is a bit of a problem. It can be a
bit of a challenge to convince folks used to computer games and D&D editions trying to emulate them that playing a 1st-level MU in 1E who can do single thing and then nothing for 24 hrs can be fun (well, sort of). However, I have found that those of them who did end up at my table were universally taken by the possibilities of 1E/2E ("You mean I can do
anything I want?") and the sense of danger it can impart ("Hold on..., you mean I can actually
die?").
Unfortunately, such folks are far and between.
So I pretty much go where the players are. I'm not really a fan of 5e (it's ok, but I don't think it's anything special), but if that's what people are playing, then so be it.
My one friend who has consistently run his AD&D game for like 35 years, OTOH, has such dense lore and so much stuff going on that it's actually hard to get new people into his game, and he has made so many house rules and incorporated stuff from other systems (like Traveller, for example), that it barely resembles AD&D at all!
But I think a lot of AD&D games are like that; it's very rare to encounter people who played the game as presented; rather than learn all the obscure rules, they got the basics down and just made stuff up as they went along. Nothing wrong with that, but it does make it hard to sit down and talk to other AD&D players, typically they'll start talking about stuff from their game and I'll be like "wait...what?".
True that. I even have some of these people at my table today, who still believe that some things should work as they decided back then (10-second combat rounds, crossbows should do 300d10 hp damage, that sort of thing). Like you say, many of these folk often haven't got a clue as to what's actually in the rules and, most importantly, why. No disrespect intended, of course. It's just that I'm rather a lot like EGG in that respect.
And they respond in kind with my stories, lol.
It's probably an age thing.
