Kid Socrates said:
So you're saying that they said that 3rd Edition was engineered to be more fun? They wanted to make a game that was fun? A game that would be enjoyable for those who played it?
I'm really not seeing the problem.
The problem is with the implication in that statement that earilier editions, perforce, are
less fun (and hence wrongbadfun if you think otherwise).
The problem is with the implication in that statement that the designers can determine what is fun. This is why, IMHO, you see re-designs of rust monsters, why you see concerns over whether or not some trap is fair, and why the slightest chance that something unexpected might occur being conflated with having to check every 5-foot square for 20 minutes of real time.
To me, the "soul of D&D" (as it were) is this: "You and your friends enter and explore a strange and unique location, where you encounter dangers and seek rewards." Also, "The DM roots for the players, but doesn't change the situation to ensure their survival."
You and your friends: Could just be you, but this is a social game, and is more fun with more people. I find 5 players to be optimal (not 4), but have run games of up to 20 players at one time.
enter and explore a strange and unique location: Whatever that location is, it has secrets, and part of the reward structure is the fun (for the players) of uncovering those secrets. While it can be linear, it is best if it is not. While it might only stand up to one expedition, the best locations can withstand multiple expeditions, and gain a life of their own.
Those two terms,
strange and
unique, btw, mean that each location is not a rehash of the last location. There may be new monsters involved, new hazards....dare I say new rules? Encountering heretofore unknown prestige classes, feats, and beings is all par for the course.
Under no circumstances do the players have the right to know everything that is possible in the game, nor is this desirable. Even empty rooms can and should have intriguing details that point to the purpose and theme of the overall complex. Finding the remains of previous parties is all to the good, especially if said remains point to more unique and strange places to explore.
where you encounter dangers: Dangers mean things that can kill you. This is not the same as things that you can kill.
Traps that you automatically find because they are obvious, and that you can disarm because that is also predetermined (i.e., "I take 10" covers any disarm you might ever need to make) are not dangers. Monsters that are carefully balanced to consume resources instead of pose dangers are not dangers.
Dangers are things that can kill you. They do not
have to kill you, but death should
be possible. So should a host of minor maladies that are lesser than death, but are definitely not rewards....including being accidently shunted to a far more dangerous locale.
In other words, survival is not a right. If you go on adventures, death might find you. This is fair.
and seek rewards.: You do not automatically gain wealth based on your level. You do not automatically gain XP. You actively seek these things out, and earn them. Search DCs can and will be set to the point where you will not find treasure unless you use your personal cleverness to give yourself modifiers, such as by considering where something might be hidden. Consequently, you might have more wealth and magic -- or less -- than your level would otherwise indicate.
Most things are hidden in some form of pattern that you ought to be able to figure out. There may be a few easter eggs for the lucky or intuitive.
If you are travelling to Gargoyle Mountain, you might need to go into the Ruined Fortress first to try to find a magic weapon. Magic weapons do not simply appear because you need them.
Likewise, options from splatbooks aren't automatically usable just because you shelled out cash. In game rewards do not come from shelling out cash in real life.
The DM roots for the players, but doesn't change the situation to ensure their survival.: The DM is not your adversary, although he controls the adversaries of your PCs. The DM is your friend. He wants you to do well. He has crafted situations in which, if you keep your wits about you and are not unlucky, you can do well. (If not, drop that game and get a new DM!) However, the DM is not your PCs' friend. If you do well, you have earned it. It was not a gift.
Let me repeat that: If you do well, you have earned it. It was not a gift.
Conversely, if you do poorly, that is your responsibility too.
Now, that "Soul of D&D" (or the IMHO version of it) can exist in any edition, including but not limited to the current one, and any edition that comes after or before. However, the only edition that I know really spelled it out clearly was 1st Ed AD&D. And I know, in real life, players who gained the idea from the 3e books that their fun and success was the DM's responsibility (since disabused of that notion).
3.x has an advantage in terms of ruleset, but earlier editions have an advantage in terms of social contract.
RC