How and why they are so far apart is a problem, when there's all this pressure to identify them as "the same thing".BryonD said:But I think where the issue comes in is that the two games are still so far apart.
The game-mechanical jargon is babble? That's no great hurdle when I talk with fans of games that are quite proudly different from old D&D in that regard. Even if the other fellow finds old D&D a drag, and I return the favor regarding his rules set of choice, we can still discuss dungeon design and campaign management and even basic questions and principles entailed in adjudicating particular cases. The specific numbers and dice don't matter much at that interface.
Replace one of those clearly non-D&D games with AD&D 2E, though, and discussion is more likely to be difficult despite the vastly greater objective similarity in rules sets. Why? Note the point above: those specifics don't matter much.
What matters is whether we are on the same page as to the purpose of it all, how to use it, where the game is and what it's "about".
Among the many people the marketing of 2E brought in were some who had fun "despite the game". That went in different directions, but take a look at Planescape. "A look" is all I've got, because at the time I had stopped purchasing TSR products ... but I see something that might get a bit cramped trying to be "about" levels and armor classes -- yes, even about "non-weapon proficiencies". Not that one "can't do it" with AD&D, for assuredly many people did.
With 3e, WotC may have kept a few "sacred cows", but it is pretty well designed to do particular things -- whereas 2e seemed unclear on just what it was trying to do and be.
Where those are different in basic ways, they tend either to be very clearly "better" or "worse" depending on the eye of the beholder. Plenty of "edition war" fights have explored the specifics of what those are.
With 4e, the shift is radical even from the 3e perspective. It might be harder to articulate clearly, because there's a common focus on some things. The difference of "3e good, 4e bad" calls for more subtle distinctions -- at least in getting to the initial "bad" -- than "3e bad, 4e worse".
The problem is that critical differences relate to such fundamental matters that it becomes difficult to discuss a great many things that are "not rules-specific" without the potential for an "edition war". Those differences are literally pre-game-mechanical; they are the ideals given by design mechanical expression, the "common law" behind the rules.
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