When I was 14, D&D was magical and wonderful. I played wizards. Always. (Still do, actually, though I DM mostly).
My games were high fantasy/swords n' sorcery. This was the era of Conan, Red Sonja, and the like. Fantasy was a harsh, grim world. Dragons roamed free, damsels were ALWAYS in distress, and the kobolds were dog-faced rats, not lizards.
Elminster walked with us, and our dice were only ONE solid color (usually orange). THAC0 was our god, and skills were afterthoughts (except for the devious thieves). Mules and carts were quintessential adventuring gear, and if the gelatinous cubes didn't kill you...the mimic would. Or the "fireball death pit of enclosing walls" trap. We knew who Mordenkainen, Bigby, Haversham, Otiluke, Leomund, and Tasha were. They sometimes allied with us against the very evil overlord/sorcerer/tyrant. Evil was evil. Good was good. Kill the thing, take its stuff. Kill bigger things. It didn't matter WHY the gnoll was in the ballroom, it only mattered that it had a keen, vorpal broadsword.
Undermountain was Halaster's Emporium of PC Death, and the gods of Faerun were the first ones. No replacements. Miniatures didn't matter, and your DM ALWAYS tried to kill you, no matter what. Railroading didn't exist because no one understood DMing except DMs. You'd better roll well, because FUDGING also didn't exist. Things in the woods would eat you. If you saw a sign reading "HERE THERE BE DRAGONS" it meant to go on would mean certain death. Not a "PC - tailored" encounter which was totally beatable.
WE KNEW HOW TO RUN AWAY!
Yes. Those were the days...the tales I could tell. Of dwarven anvils of Moradin that spewed gems of great value upon striking it. Inverting a mind flayer's head and butt, of a barbarian kit gone awry (think raging against friend AND foe) and when death actually MEANT something.
These were D&D's glory days, my friends. To have experienced them was an honor.