As for your comments on the history and literature, there's more to what inspired D&D than Appendix N.
RPGs are the means and the end in itself to many players.
And you're right, the judgement has been going on since Day 1. Yet I think it's gotten worse. Maybe 5e will bring the community closer together, maybe not. I'm not counting on it.
AD&D was published in 1977. Everything that inspired the original game must, of course, have been written before that time. And, in general, literature is a product of its time. The 1960s and early 70s were better, admittedly, but still not great. Why don't we focus instead on whatever stories would inspire players of today instead of worrying so much about the distant past?
If that's how they want to play, who are we to gainsay that? Maybe it is as much that many of the rules-hungry people who in the past would have played wargames are now playing RPGs instead, and want as rich a rules-experience in their RPG-skirmish game as they had in their wargame?
Moreover, what you're encountering here has nothing to do with RPGs, specifically. The entire human race keeps itself quite busy drawing lines between Them and Us. It is an extension of our tribal nature, and has been going on since the dawn of time. If it has gotten worse of late, it is because our culture has perhaps been engaged in rather more of this than usual in the past years. Or maybe the internet has simply made the same amount of tribalism just that much more visible. I don't know. But let us not lay at the feet of games what is a much larger problem.
No thanks. If I wanted to read more racist, misogynistic and offensive literature, I'd head out to the local neo-Nazi bookstore. Most of the literature that inspired the hobby makes me want to wash my eyeballs with bleach after reading it. Howard? Lovecraft? Burroughs? No thanks. It's hard enough to get non-white middle class young men into the hobby. Emphasizing literature that is derogatory towards pretty much everyone is not how I want the hobby to grow.
The grognards have had their say, the Golden Age of D&D is long gone.
That's a very good point. I have a few of their Flaming Cobra imprints ... but that's for Earthdawn, which is still basically stuck in the mid-90's, including about 95%+ of the flavor text.Mongoose have problems finding the pulse because they are looking at the gaming market as it was 25 years ago and trying to produce almost the same products that would have worked then. If you can't find the pulse and others demonstrably can, either look at what they are doing and you aren't or take up necromancy.
Yet the games we play reflect the values of the culture we live in.
Furthermore, "Dark Ages" and "Golden Age" are cultural terms.
If WotC or whatever company promotes at "rules heavy edition" of D&D, what does that tell us about the gamer sub-culture?
5e is supposed to bring gamers back to official D&D as it supposed to appeal to players of all versions/editions/clones of D&D, as touted by its designers. Thus, it is supposed to unify the gamer sub-culture.
It tells us that the sub-culture is fragmented, edition-warring.
Only in a very broad sense.
And are only generally applicable in retrospect. You have to be out of the Golden Age, and find one's current age to be of somewhat lesser value, before you look back at the past and see the Gold.
Nothing we didn't already know. RPGs came from wargames, remember. There is absolutely nothing new to gamer culture having a hefty contingent of folks who want rules-heavy play. It is only starting with 3e, and even moreso with 4e, that RPG game design has developed to the point where it could produce a cohesively designed game to really address the desires that have been there since the dawn of the hobby.
Not in the way that seems to imply. 5e, if anything, will only unify us in the way a supermarket unifies us - we all go to the same store, but one person's cooking Italian, and the other guy's doing Tex-Mex.
You realize that the sub-culture has been edition warring (or game-warring, really) since at least the rise of White Wolf back in the 1990s, right? If the existence of hardcore fans wiling to take personal swipes at each other is an indication of our being in a Dark Age, then we've been in said Dark Age since well before the invention of "d20".
I also have Paranoia, but as has been mentioned, pretty much all you need for it is the core book and maybe a few adventures. The idea of sourcebooks for Paranoia I frankly find baffling, because I run it as 90%+ of everyone seems to run it - as a one-off romp here and there, and as a break from more serious RPGs. (I mean, the "campaign mode" Straight setting is interesting, but the rules support a more jokey Classic style a lot better.) So it's not at all surprising to me that it's not very successful as a product line.
Yet there is also a contingent that wanted rules light, and that's been there since the beginning.
So are you saying that WotC really isn't about unifying the gamer "culture"? They couldn't care less as long as they buy 5e in whatever version(s) they publish it in?
And that is what's happening with the OSR.
So are you saying that WotC really isn't about unifying the gamer "culture"? They couldn't care less as long as they buy 5e in whatever version(s) they publish it in?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.