I'm not quite keeping up with the thread velocity, but wanted to respond to this.
Maybe. It's certainly true that I entered AD&D via Basic.
I can still honestly report that I've never encountered this interpretation before! I don't know if I like it or not.
I like it, personally. While structured slightly different (class based vs weapon based or universal standard) it is essentially the same as in 4e and 5e respectively.
Again, maybe. I see a big difference between 2nd-ed style "be rewarded for playing in character" and "indie"-style "be rewarded for playing to or against character so as to generate drama/complications", but others might not.
It's a "devil's in the details" kinda thing, IMO. I think that on the ground, there's a HUGE difference. If I'm coming from my friends game where I get Inspiration for giving him the giggles and I play in your game where Inspiration is based on creating complications, that's a huge adjustment to make. But in the aggregate, the style of play is roughly the same: Inspiration distributed as a metagame resource based on a standard decided by the DM/Group. It would, after all, be a similar big adjustment were I to go to a game where the DM gives Inspiration for giving good role-play "in character".
Thanks, interesting. That seems a little bit LotR-ish.
If we're talking LotR movies, I agree. Party vs. Goblins and Cave Troll. Party vs. Uruks and Lurtz. Party vs Many, Many Uruks and Many Lurtz-level captains. Party vs. Orcs and Witch-King. Party vs. Orcs, Trolls, and Sauron.
For me this is one of those through-lines from 4e. 4e introduced the concept of Solo monster, often accompanied by lieutenants and minions. 5e foregrounds that approach with the Legendary distinction and Lair actions.
I think I still stand by my comment of four years ago, that I reposted upthread:
I apologize for missing that when you first post it, as it answers my question very well! And I think I would have 100% agreed with you. In fact, I think it is indeed likely that they had some research that suggested that. But then, I'm of the opinion that even when I can't bring myself to personally like some of WotC's past decisions, I find it hard to fault them for making those decisions. There is a part of me, in my heart of hearts (perhaps not entirely rational!), that looks at 3e as a complete and utter betrayal. And to be honest, even if it had been 5e that came out at that time, would have felt the same. (One might say there's a part of me that's VERY attached to descending AC and AD&D's classic Saving Throws.) But I try to look at it from their point of view, their decisions make sense. Even when I don't personally like it, even when those decisions look, in hindsight, to be wrong, I can see how why WotC might go the way they did.
But the question of whether or not there is market demand isn't a normative question. It's not about (for instance) "being true to" or "turning one's back on" the tradition of D&D. It seems pretty clear to me that there are OSR players and authors who believe that what they're doing is truer to the tradition of D&D than what WotC is doing. They're not obliged to change that view just because WotC's market is 100 or 1000 times bigger than the market for their games.
I too, find some of the rhetoric as taking things too personally -- "turn their backs on", or "fired the fanbase", or even as I wrote above, "complete and utter betrayal." Those might be perfectly understandable personal reactions, but not indicative of sober assessment.
OTOH, I don't find "breaking with tradition" necessarily in the same vein. "Turn their back on tradition", yes, definitely. But breaking with tradition is something every edition does to some extent -- and that extent is the question. IMO (but perhaps not yours, and I respect that), it is no more normative to say 4e broke with tradition -- possibly too far for at least a significant minority -- than it would be to say that 4e pushed the envelope too far, with pushing the envelope being just the phrase the 4e designers used for their process. I don't think it can be denied that 4e tried to innovate. Innovation is a double-edged sword -- sometimes it works, sometimes it comes back to bite you. Where I agree with Mercurius is 4e's innovation was not palatable for some people in a non-specific, additive, emotional way. While technically the blame for that falls on the innovator (WotC), I do not view that as doing wrong, anymore than Gary Gygax did wrong by not presenting D&D in a way that appealed to Ken St. Andre.
Anticipating and supplying markets for these sorts of luxury leisure goods requires commercial cleverness. The goal of that commercial cleverness is profit (and at a reasonable rate of return relative to other opportunities that were available - given that RPG design is not all that capital intensive, I would think that most of the relevant investment is going to be in salaries). If someone wants to argue that WotC would have been financially better off not going down the 4e path then I'm very interested to hear the argument - personally I'm a little doubtful, but I'm not sure that anyone posting here has got sufficient data (including reliable projections for what money WotC might have made or lost had it stuck to 3E, how much money the 4e-inspired boardgames have made, what the profit was on DDI and what alternative income stream would take its place under the 3E scenario,etc).
Agreed.
My feeling is that if 4e really was a net financial disaster for the group, they wouldn't have been given two years to develop 5e. But that's just untutored intuition.
Also agreed.