OK, looks like it is working now.
Pre-3rd Ed. versions of D&D felt different in that:
* There was a clear link back to significant bodies of fantasy literature, mythology and legends. The world had a Lord of the Rings feel with regards to races and classes. Jack Vance's "Dying Earth" series provided the magic system. Fritz Lieber provided the motivation for the thief class, and Robert Howard provided the basis for the fighter class. The Bible gave the names of the major devils and demons.
* There was a significant focus on non-combat situations and campaigning from the amount of space devoted to those aspects in the core rules to the number of abilities and spells that were to be used over long periods in non-combat situations.
* The early versions had a significant physics and common sense base to them in that as a DM you had some idea of what was feasible based on real-world experience. The daily, encounter, and at-will abilities now make it more Manga like. You really have now experiential basis for DM calls. [Put another way, the early versions of D&D had a "fantasy Earth" basis for the worlds while later versions have a "battle-mat" basis for the world.]
* Player characters were special, chosen of the gods. Most folks never advanced levels. Being a hero was a big deal, and the rules reflected that.
* The classes looked, advanced, and felt very different. Now the plug-ins at each level vary by class, but the classes themselves are pretty generic.
I have lots more if you are looking for it.
Castles and Crusaders and Hackmast both do a pretty good job of capturing the feel of 1st Ed. AD&D.
In service,
Rich
The Original Dr. Games Site