But Dragonlance, despite adding more story elements, didn't change the focus directly away from mechanics like the likes of Vampire did. The underlying D&D system was still in the designer/DM mindset of simulation, not storytelling (over mechanics).
Sort of. When the modules outright tell the DM to resurrect important NPCs if they happened to die in a previous installment, they're overriding the baseline mechanics in service to the story.
I had an entire Vampire campaign were I can't remember any dice being rolled. Not session - campaign. Can't imagine that happening with the likes of D&D.
Yeah, I'd have a hard time seeing that with D&D, but there are definitely a sub-set of gamers who wanted to play that way. Remember Amber Diceless RPG? Came out the same year as Vampire.
That's why I loved 2e. Simulation-based mechanics, but written to encourage doing it however you wanted.
I have a hard time characterizing any form of D&D as simulationist. 2E did a fair bit to rationalize and clean up 1E, but it's still the same core structure. Which Gary was explicit in saying was designed to prioritize heroic action over realism. He doesn't name any of the competitors he was referring to with the following passages from the 1979 DMG, but he's talking about stuff like Chivalry & Sorcery, or the more complex and detailed Perrin Conventions for D&D combat, which became the RuneQuest game system.
Gary Gygax, DMG p9 wrote:
APPROACHES TO PLAYING ADVANCED DUNGEONS & DRAGONS
A few brief words are necessary to insure that the reader has actually obtained a game form which he or she desires. Of the two approaches to hobby games today, one is best defined as the realism-simulation school and the other as the game school. AD&D is assuredly an adherent of the latter school. It does not stress any realism (in the author’s opinion an absurd effort at best considering the topic!). It does little to attempt to simulate anything either. ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun and enjoyment of those who seek to use imagination and creativity. This is not to say that where it does not interfere with the flow of the game that the highest degree of realism hasn‘t been attempted, but neither is a serious approach to play discouraged. In all cases, however, the reader should understand that AD&D is designed to be an amusing and diverting pastime, something which can fill a few hours or consume endless days, as the participants desire, but in no case something to be taken too seriously. For fun, excitement, and captivating fantasy, AD&D is unsurpassed. As a realistic simulation of things from the realm of make-believe, or even as a reflection of medieval or ancient warfare or culture or society, it can be deemed only a dismal failure. Readers who seek the latter must search elsewhere. Those who desire to create and populate imaginary worlds with larger-thon-life heroes and villains, who seek relaxation with a fascinating game, and who generally believe games should be fun, not work, will hopefully find this system to their taste.
The 2E DMG, in The Fine Art of Being a DM, at the front, tells the reader that...
Being a good Dungeon Master involves a lot more than knowing the rules. It calls for quick wit, theatrical flair, and a good sense of dramatic timing, among other things. Most of us can claim these attributes to some degree, but there's always room for improvement.
Fortunately, skills like these can be learned and improved with practice. There are hundreds of tricks, shortcuts, and simple principles that can make you a better, more dramatic, and more creative game master.
Of course, most of the how-to advice for that was pushed to the widely-loved and acclaimed
Campaign Sourcebook & Catacomb Guide by Jennell Jaquays, including stuff on pacing, drama, props, mood music, "When Rules Get in the Way", "Fudging or Constructive Cheating", and "Leaving the Rules Behind".
One of the most interesting tensions in 2E, and for me I think the reason why it no longer appeals to me despite it being the TSR edition I played the most of back in the day, is how the gamist rules structure conflicts with the story-forward Trad approach that had become dominant in TSR's adventure design and advice for DMs. This was the main reason I never wanted to DM when I was young, I think, because I couldn't figure out how to make the game the dramatic story I expected it to be while playing by the rules. You practically
had to fudge to avoid an excessive death rate. 3rd ed gave better tools, and 4E made adventure design outright easy, so those were where I really cut my teeth as a DM.