John Morrow said:
I think that if you read articles from that period or written about how people played during that period, you'd see that there was plenty of variety and non-dungeon play going on even in the earliest days.
Perhaps, although my memory of it wasn't very strong. And I certainly don't remember any
modules -- any products that really took non-dungeoncrawling adventures that really helped you to go through with the process. Maybe I just wandered around in the wrong games (I did mostly play TSR games, although I played all of them, in the 1980s) or something, but I distinctly remember seeing modules that were dungeoncrawls, with maybe a bit of outdoor travel to get to the dungeon. That's certainly all I played, but I refused to run those types of adventures. That may be why the homebrew tradition was so strongly ingrained in me from the very early days; I
had to, or I wasn't having the types of games I wanted to run.
John Morrow said:
My earliest role-playing games consisted of using role-playing rules to play the same sort of imaginative games that my friends and I had played with action figures and toy cars but with record keeping and objective combat and task resolution rules.
My experience is that that was atypical, and quite fortunate for you, though. Most of us, when we were new, didn't immediately make the cognitive leap to playing beyond what was shown to us. Oh, sure, I had radical ideas, like players not even ever seeing their character sheets, and stuff like that, but I was never able to get my group of fellow junior high school students to go for anything that radical. To them, it was a game -- about the tactical battles, the levelling up, the treasure acquisition; in other words, the whole
point of roleplaying games, even beyond D&D, was dungeoncrawling. I was most definitely the odd man out by coming at the game from a fantasy book fan angle, and wanting to replicate more that experience instead.
Perhaps I'm dead wrong, but my survey of the products available at the time, and talking to hundreds of folks on the Internet, gamedays, conventions and gamestores around the country is that my experience was typical for folks my age who were playing in the late 70s and early 80s.
John Morrow said:
The problem with many of the newer games/modules/style of play is that they simply change the group that feels alienated. It's not a matter of evolution or improvement but simply a matter of favoring a different set of preferences.
That statement only makes sense if newer style modules had completely replaced dungeoncrawls and made them obsolete. Since that is obviously not the case, I don't think you can make a convincing argument that dungeoncrawlers are alienated by the general hobby climate.
John Morrow said:
What makes arguments discussing "evolution' or "maturity" sound so offensive is that it suggests one style is better than another.
Maybe all my reading of paleontology has given me a different semantic spin to the words, then. "More evolved", "more mature", "more advanced," "primitive" and words like that don't have any value judgement inherent in them when discussing evolution, they simply contrast an earlier state to a more derived and evolved later one.
John Morrow said:
It's like being told in college that people in my dorm used to play D&D as kids until they discovered beer.
Beer? I thought it was girls we were supposed to discover?
John Morrow said:
3rd Edition was designed to offer something for every style so that players of all different styles could have fun with at least part of the game. Personally, I think that's the ideal approach.
I quite agree, and I think that's why d20 has regained a position of unassailable dominance relative to the mid/late 90s when it was unsure if D&D was going to remain the top dog forever, or continue to lose market share to other games.
John Morrow said:
What concerns me about games like those original White Wolf games or the style-specific games advocated by various independent publishers is that they consciously embrace a single style at the expense of others. As a social hobby, I don't think specialized niche games that cater to one style but alienate others is the solution to keeping it healthy. I htink that we need more games that try to find the common ground between styles rather than the extreme but specialized forms of each style.
Not all games have to be everything to everyone. I don't know why that would concern you. If there are gamers out there who prefer that style of play, more power to them if they can get the product they want! If, on the other hand, the game advocates a style of play that is actually inimical to being played, or gaining fans, or what-have-you, then you can simply not buy it. The "more evolved" state of the hobby
should be broken down into better defined niches, so as to better cater to the broadest possible consumer base. As opposed to the early 80s situation, when most games were simply minor twists on D&D. That's a "more primitive" condition, and one that was inevitable to end. Clearly not all gamers prefer the classic D&D dungeoncrawling experience. If the hobby had not matured and advanced into a more broad spectrum of games, that would be something to worry about, not the opposite. You seem to think that everyone would have continued to play what was offered; I think that we would have lost gamers forever. I know for a fact that I wouldn't be a gamer today if classic D&D style dungeoncrawling was the only type of gaming I could possibly get.