Yea, not much talk about "Monty Haul" anymore. In a weird backwards way it kinda makes me nostalgic....mix it with munchkin gaming and what a blast.../shakes head laughing.Oh I'm sure that's true. I don't think we'd have got here if not, and I don't think it's any accident the GMing advice in virtually every game that wasn't D&D was much more modern from the very early 1990s onwards (though still not as modern as what I got from my second cousin, I didn't see advice like that until Robin D. Laws' GMing book). But like, in say, 1991, excluding the two-three groups I ran, I knew what, four groups of D&D players (I didn't know anyone running any other RPGs except me and my brother at that time) in Britain (three of them at my school), and one in the US, and 100% of those were either Monty Haul, Killer DM, or both. To be fair Monty Haul was actually predominant, not Killer DM. And all those groups were older than us, so I think we must have been in an era of change.
That's something that's interestingly kind of forgotten, I guess, Monty Haul, I feel like 3E kind of killed it off, by making magic items essentially hard-required for the game math to work, rather than crazy OP stuff you were lucky to get, and neither 4E nor 5E seems to have brought it back (despite 5E potentially having the conditions for it to flourish). I did play in one 5E game that kind of approached it, but I blame that on the 3PP campaign writers, not the DM, who was trying to figure out out how to make it less like that (hell, even we, the players were like, "Maybe just go through and take out some magic items?").
(As aside, everything I've read about Champions/HERO campaigns in even the mid-1980s seems to show very modern-seeming, character-and-story focused approaches to the games. So that's another mark for "there has always been before-their-time" stuff.)
And I ADORE Champions/Hero...but my players now adays are math averse...so...


