Interesting post from Gus L about what he calls "Gygaxian Vernacular Fantasy"
alldeadgenerations.blogspot.com
I think this is related, actually, to all the recent (and not recent) posts about racial asi, bioessentialism, and alignment, in so far as there is a reckoning to be had between fantasy settings in general and the specific vision and aesthetic of early (especially) 1e dnd. 1e serves as a nostalgic base for 5e in many ways, but I think the playstyle and culture has moved on to something else. How can dnd (or the wider rpg community) qualify and create a game more attuned to this "something else" playstyle?

Classic Vs. The Aesthetic
AESTHET I CS “Clewd the Fighter straps down his heavy heater shield and loosens his arming sword in its sheath, while behind him Sister Agat...
There are several ways to deal with this disconnect between the popular conception of fantasy and the nature of Classic play. The first is to double down on Gygax's preferred aesthetic, to play older editions of Dungeons & Dragons using the settings, monsters, and adventures as they were written 30 or 40 years ago and negotiate, cajole, or bully players into accepting the mix of aesthetic and play style. There's an appeal to this choice, the Gygaxian vernacular aesthetic of savage humanoids roaming gray stone mazes is the original aesthetic of Dungeons & Dragons. Playing the editions of the game with the aesthetic they created seems right and proper, respectful to the source material, or even authentic. Especially for players who started with the 1970's and 1980's editions Gygaxian vernacular fantasy offers a comfortable joy, like pulling on a favorite t-shirt -- uncomplicated and familiar in times that are often far too complicated.
It may even work, especially if the table you are playing at is dominated by players who have familiarity with early D&D and its aesthetic. The expectations of new players, unfamiliar with the Gygaxian vernacular aesthetic or Classic mechanics will be corrected and nudged towards what works in a Classic game fairly quickly. However, for tables new to Classic games, that an older style adventure appears much like a Contemporary Traditional one can cause a great deal of confusion. The monsters and imagery are largely the same, but the “story” functions entirely differently. Players plunge into combat after combat and quickly become frustrated at the fragile nature of their characters and the simplicity of the combat mechanics. Referees become confused because building encounters that would work well in a newer edition lead to unexpected results and the rules themselves, where they emphasize exploration, seem to push against the goal of heroic adventure.
I think this is related, actually, to all the recent (and not recent) posts about racial asi, bioessentialism, and alignment, in so far as there is a reckoning to be had between fantasy settings in general and the specific vision and aesthetic of early (especially) 1e dnd. 1e serves as a nostalgic base for 5e in many ways, but I think the playstyle and culture has moved on to something else. How can dnd (or the wider rpg community) qualify and create a game more attuned to this "something else" playstyle?