billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
A lot has changed over the decades that fit into the tone, theme, and aesthetic - some of it having to do with rules, some of it even having to do with the technology/lavishness of the products.
When I pull out my 1e AD&D materials, particularly the Players Handbook, a lot of the characters depicted in the black and white art (particularly by Trampier) look like treasure hunters of questionable integrity (the ultimate murder hoboes), explorers of old ruins that would fit in with the location in the Hobbit (Mirkwood, Goblintown, Laketown, Erebor) and Lord of the Rings (Moria). Very gritty, very risky, danger around every corner. And the rules fit in with that - relatively mundane characters where even spellcasting - which was powerful - had weird requirements or hard to understand and that may have very weird niche applicability.
With each edition since then, and even with later 1e, we saw a lot better production values, more color, more bright and fantastic locations. And we saw the influence of other story, theme, and tonal ideas - fantasy that wasn't just influenced by pulp or Thieves World, but also 1001 Arabian Nights, Kurosawa films, Shaw Brothers films, more mythology, weird punkish extraplanar locations that had more in common with Mos Eisley cantinas than back alley bars in Verbobonc. And, if anything, that's kept going into things like Eberron.
And rule changes about survivability have shifted tone and theme. It's a lot less about survival because there are more robust tools to enable survival. That helps longer and more variable narratives appear and develop more frequently than in the earlier editions.
When I pull out my 1e AD&D materials, particularly the Players Handbook, a lot of the characters depicted in the black and white art (particularly by Trampier) look like treasure hunters of questionable integrity (the ultimate murder hoboes), explorers of old ruins that would fit in with the location in the Hobbit (Mirkwood, Goblintown, Laketown, Erebor) and Lord of the Rings (Moria). Very gritty, very risky, danger around every corner. And the rules fit in with that - relatively mundane characters where even spellcasting - which was powerful - had weird requirements or hard to understand and that may have very weird niche applicability.
With each edition since then, and even with later 1e, we saw a lot better production values, more color, more bright and fantastic locations. And we saw the influence of other story, theme, and tonal ideas - fantasy that wasn't just influenced by pulp or Thieves World, but also 1001 Arabian Nights, Kurosawa films, Shaw Brothers films, more mythology, weird punkish extraplanar locations that had more in common with Mos Eisley cantinas than back alley bars in Verbobonc. And, if anything, that's kept going into things like Eberron.
And rule changes about survivability have shifted tone and theme. It's a lot less about survival because there are more robust tools to enable survival. That helps longer and more variable narratives appear and develop more frequently than in the earlier editions.