This assumes everyone plays the same way.
Thats very true. While some folks want the material to tell you how it is played, some folks want that to be left up to them to decide.
Gygax's AD&D states very plainly how it is meant to be played - the PHB states it briefly on p 18, where Character Classes are explained, and then there is a more elaborated 3 column explanation beginning on p 107, under the heading "Successful Adventures". It is reinforced by the action resolution mechanics, which govern dealing with architecture (listening at doors, opening doors, finding hidden doors, mapping, all the architecture-related tricks), with wargame-style travelling through "dungeons" and through wilderness hexes (movement rates and encounter tables), and with encounters (with an orientation towards encounters being with hitherto-unknown beings, with violence an ever-present threat).No more so than any other edition of D&D. I'd reject any assertion that singles it out.
As started to happen straight away, though, and as the DL modules made clear in a commercial/publication sense, there was a demand for using some of these elements in a type of game that is quite different from the one Gygax prescribes. The GM's vision of "the story", and some general colour or descriptive ideas coming from PC build, take the place of more formal resolution mechanics.
4e is not particularly well-suited to that sort of RPGing: it is very demanding on the player side to build a PC and thereby generate that general colour or description; its formal resolution mechanics are there in plain sight; and when they are actually used, they give the GM fewer levers of control over how things work out in play.
So I think the issue with 4e's popularity is not that it assumes that everyone plays the same way, but rather that there is a way of playing that is predominant, and 4e is not a very good fit for it.
The 4e books are laden with story. I posted some examples upthread. Here's a comparison between the AD&D PHB and the 4e PHB when it comes to Dwarves (purely mechanical information has been elided):If you're a potential new player you think a VCR type manual or a story type one is gonna appeal more?
AD&D
The race of dwarves typically dwells in hilly or mountainous regions. . . . As player characters, both dwarves and their cousins the "mountain dwarves" can be considered. . . .
Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws . . . against attacks by magic wands, staves, rods and spells. . . .
Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected. . . .
All dwarves are able to speak . . . dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the "common tongue" of all humankind. . . .
Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. . . .
Dwarves are miners of great skill. . . .
In melee combat . . . dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents' "to hit" dice rolls because of the dwarves' small size and combat ability against these much bigger creatures. . . .
dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race.
The race of dwarves typically dwells in hilly or mountainous regions. . . . As player characters, both dwarves and their cousins the "mountain dwarves" can be considered. . . .
Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws . . . against attacks by magic wands, staves, rods and spells. . . .
Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected. . . .
All dwarves are able to speak . . . dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the "common tongue" of all humankind. . . .
Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. . . .
Dwarves are miners of great skill. . . .
In melee combat . . . dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents' "to hit" dice rolls because of the dwarves' small size and combat ability against these much bigger creatures. . . .
dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race.
4e D&D
Masters of stone and iron, dauntless and unyielding in the face of adversity . . .
Cast Iron Stomach . . . Dwarven Resilience . . . Stand Your Ground . . .
Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world.
Play a dwarf if you want . . .
*to be tough, gruff, and strong as bedrock.
*to bring glory to your ancestors or serve as your god’s right hand.
*to be able to take as much punishment as you dish out. . ..
Dwarves average about 4½ feet in height and are very broad, weighing as much as an adult human. Dwarves have the same variety of skin, eye, and hair colors as humans, although dwarf skin is sometimes gray or sandstone red and red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces.
Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200. . . .
Proudly proclaiming they were made from the earth itself, dwarves share many qualities with the rock they love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve through the ages as fiercely as they defend the carved structures of their mountain homes.
Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are polite to elders of any race.
More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to propitiate cruel or destructive gods. Individual dwarves might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven community. Dwarves revere Moradin as their creator, but individual dwarves honor those deities who hold sway over their vocations; warriors pray to Bahamut or Kord, architects to Erathis, and merchants to Avandra - or even to Tiamat, if a dwarf is consumed by the dwarven taste for wealth.
Dwarves never forget their enemies, either individuals who have wronged them or entire races of monsters who have done ill to their kind. Dwarves harbor a fierce hatred for orcs, which often inhabit the same mountainous areas that dwarves favor and which wreak periodic devastation on dwarf communities. Dwarves also despise giants and titans, because the dwarf race once labored as the giants’ slaves. They feel a mixture of pity and disgust toward those corrupted dwarves who still have not freed themselves from the giants’ yoke - azers and galeb duhrs among them.
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends.
Dwarf Characteristics: Acquisitive, brave, hardworking, loyal, organized, stern, stubborn, tenacious, vengeful
Male Names: Adrik, Baern, Berend, Darrak, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal
Female Names: Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra
Masters of stone and iron, dauntless and unyielding in the face of adversity . . .
Cast Iron Stomach . . . Dwarven Resilience . . . Stand Your Ground . . .
Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world.
Play a dwarf if you want . . .
*to be tough, gruff, and strong as bedrock.
*to bring glory to your ancestors or serve as your god’s right hand.
*to be able to take as much punishment as you dish out. . ..
Dwarves average about 4½ feet in height and are very broad, weighing as much as an adult human. Dwarves have the same variety of skin, eye, and hair colors as humans, although dwarf skin is sometimes gray or sandstone red and red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces.
Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200. . . .
Proudly proclaiming they were made from the earth itself, dwarves share many qualities with the rock they love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve through the ages as fiercely as they defend the carved structures of their mountain homes.
Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are polite to elders of any race.
More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to propitiate cruel or destructive gods. Individual dwarves might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven community. Dwarves revere Moradin as their creator, but individual dwarves honor those deities who hold sway over their vocations; warriors pray to Bahamut or Kord, architects to Erathis, and merchants to Avandra - or even to Tiamat, if a dwarf is consumed by the dwarven taste for wealth.
Dwarves never forget their enemies, either individuals who have wronged them or entire races of monsters who have done ill to their kind. Dwarves harbor a fierce hatred for orcs, which often inhabit the same mountainous areas that dwarves favor and which wreak periodic devastation on dwarf communities. Dwarves also despise giants and titans, because the dwarf race once labored as the giants’ slaves. They feel a mixture of pity and disgust toward those corrupted dwarves who still have not freed themselves from the giants’ yoke - azers and galeb duhrs among them.
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends.
Dwarf Characteristics: Acquisitive, brave, hardworking, loyal, organized, stern, stubborn, tenacious, vengeful
Male Names: Adrik, Baern, Berend, Darrak, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal
Female Names: Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra
Whatever one wants to say about the comparison of these two rulebooks, "VCR manual" vs "story" is not apt.