D&D General How has D&D changed over the decades?

I started with Basic and then 2e. 2e already contained a lot of the elements one might associate with the contemporary games: heroic aesthetics, linear adventures, expansive settings, Dm as curator of the story.

One thing I've noticed about 5e products and contemporary play is that they seem quite self-referential and ironic in tone. I'm partly basing this on listening to some of the acquisitions incorporated and dice camera action podcasts. It's ren faire, in this sense that any element of the pre-modern can come and go at will, like it was a set. This recap for a recent-ish episode of AI tells me a lot about the tone of the contemporary 5e game:

 

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pukunui

Legend
I think the most striking tonal difference for me is in the way the paladin has changed over the years.

When I first started with 2e, the paladin was very much a medieval European knight, complete with pointy metal shoes, and was very difficult to play. You had to practically cheat to get high enough ability scores, and then you had to do the tithing and the greeting of random villagers and all that chivalric stuff. You also had to be lawful good.

By 5e, paladins have become much looser. They still wear big armor but not with the pointy shoes or the full face helms. There are no alignment or ability score requirements. You don’t have to be a typical chivalric knight in shining armor. Being a paladin is much more about smiting evil than about following a strict code of conduct.
 

overgeeked

B/X Known World
Old School: You are stuck in a dungeon with monsters.
You’re only stuck until you solve the riddle the DM got off the back of a cereal box…that 4-7 adults, some with advanced degrees, can’t seem to sort out.
New School: Monsters are stuck in a dungeon with you.
And you desperately, desperately want to tell the monsters all about your tragic, novel-length backstory…despite having 0 xp.
 

tetrasodium

Legend
Supporter
Epic
Old School: You are stuck in a dungeon with monsters.
and there is a real chance they might give you a black eye or maybe even leave a scar if not worse since it's their turf.
New School: Monsters are stuck in a dungeon with you.
and there is a chance that a PC might be briefly inconvenienced if they are actively putting real effort into the most recently failed suicide by monster attempt.
 

darkwillow

Explorer
I think in 1e people picked their characters because they wanted to play a particular class e.g. a thief or a healer or a warrior. They didn't care that a class was less combat effective than another. They didn't care that they didn't have spells. Now they want every class to be balanced, and they want as many things to choose as many action choices as possible.
 

On reflection, a big change from when I started to now is the nature of the "fail state" of the game.

If you played RAW, earlier editions of the game were much more punishing. Looking at mechanics like Save or Die effects and Level Drain, you could very readily mechanically lose the game. The goal is to have fun, and fun is derived by overcoming the encounters successfully. It is implied that TPKs are "non-fun" because they are the opposite of the win state. Now, many longtime players slap on the nostalgia goggles and have fond memories about the grim, 'ardkore elements of older editions. That is their right certainly, but to be blunt, time has just softened how monotonous and repetitive some of these experiences actually were. See also classic JRPGs and MMORPGS for similar dynamics.

Newer design in DnD and really most RPGs identify "having fun" as the win-state. So the rules are more geared to making the game enjoyable to the largest audience possible. That means the game is easier. Less obtuse, less poorly designed math, less mechanical hurdles based on whims rather than actual, thoughtful game design.
 

Speaking of colorful and non-western, one influence on D&D that's grown and grown over the years would be Anime. Whether it's the folk-pastoral-steampunk Studio Ghibli, magical girl-transformative Sailor Moon, over-the-top Dragonball Z, or countless horror-tinged works, anime plays an increasing role in defining how people envision fantasy, and therefore D&D.

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.
 

D&D changed a lot both in tone and in scope.
The tone in general is lighter and lighter going into the ironic or highly fantastic (and not necessarily fantasy). We went from light rule and DM's centered arbitration (OD&D to 2ed) to players' Agencies (with capital A) in 3ed and 4ed. To a more balanced approach in 5ed.

Still, the major change are the players and the assumptions about the game itself.
Early on, the basic unit of play was the group. No matter the players or the characters the adventuring party was the most important thing. It's inherent components were important, for sure, but never as much as the group itself. Character death was expected and the heavy use of henchmen and hirelings were there to make the player jump in the game ASAP with an already established character that was promoted from henchmen to "main protagonist" or simply to a played character. With a high death ratio, the stories were oriented toward the group and not the individuals. There were so many articles about how to build a successful group or simply how to be useful to your party that it was almost ridiculous.

This started to change around mid to late 1ed. The focus started to be put on the character itself and not the group. The group was still important, but more and more articles and even official books started to build on character development. Books such as Wilderness survival guide and Dungeoneer Survival guide were expanding the character sheet to better round up both the rules and the characters. It slowed down with 2ed where the group was for a little while, back on the main spot light. But soon after, we started to see more and more player options and less and less adventures being build. Adventures were now usually to sell the new campaign boxes and the most successful campaign worlds would get the "world book" treatment where more and more cultures were detailed to help creating different characters from the norm (and here mechanics were always the same, it was more background oriented than anything else). And of course, the various complete "insert class, race, culture or whatever" started to appear right there... The group was detroned as the most important thing in favour of the character. Around this time, monsters as playable character with character classes starts to appear (before that, it was simply homebrew and nothing was ever official).

In 3rd edition, the shift was complete. Never was character builds so detailed with rules and shenanigans to make a character feel special. To ensure that a character was to stay special, HP started to get higher and higher thus ensuring the survival of the character so that the player would feel "special" and "unique" and could develop fully during leveling. Unfortunately, balance was thrown to the four winds and min/maxer soon found out the bane of all games. The 5 minute work day (or 5MWD) and the CODZILLA! Now martial were simply there to ensure that the casters would stay alive until they could become the monsters of players characters that the CODZILLA were... You still needed the martial characters in the early level but as soon as the caster were of sufficient level to become CODZILLAs, the 5MWD would get on and martial character were at best 2nd class character there to watch over the rest period of the casters. Character playable races explodes at mid life of third edition with various books and 3pp...

4th edition tried to "balance" the classes by making them all alike mechanically. Unfortunately, many players were now accustom to being "special" with races, cultures and skills that uniformity was not desired. The famous moto: "Bring the player, not the class" was a direct reference to the inspiration that this idea came from: "World of Warcraft".
Note: "I did love 4ed. No edition warring here. But admitting where some of the inspiration came from in no way diminishes my love for the 4ed. I am simply realistic about what it was and where it was coming from and going to."
This removal of the capacity for each character to be special was ultimately, the downfall of 4ed. Character build had optimal capacity to choose and at each levels, one ability was clearly superior to the others. This led many in the community to flock toward Pathfinder to get not only the philosophy of 3ed but to a system that brought even more character differentiation. The explosion of playable race was big in PF even more so than in 3ed.

5ed brings back the DM as a final arbiter and a refocus to the group as the basic unit to build upon. The rules have been expunged from a lot of fluff but also from a lot of direly need rules. Some of the over simplifications brought more heated debates than what we see in politics... But the players are now in dire need of specialness. The rules so expunged from fluff now allow some customization but not on the level that 3ed allowed rule wise. The players seeking uniqueness must use their imagination and seek DMs' approval to be allowed to make something special. Subclasses, TIB and Background are now the main ways to make a character special as skills and feats have been reduced to a bare minimum (and in the later case are simply optional).

Flash forward of few years and this leads to today where the number of subclasses, races and cultures are booming (again) to give players the "uniqueness" they so desperately seek. The "Mos Eisley Cantina effect" so despised by the old schools way of thinking and old grognards like myself is now omnipresent in the mindset of the younger generations. They want rules that allow them to do whatever they want and whenever they want, regardless of the DM's wishes. The 3ed entitlement of players is far from having been forgotten and it is still haunting the game even to this day. One of my friends, recently took up a new group. Out of 5 character races chosen, none were in the PHB and Background stories were more outlandish than one another. Since he plays in his own campaign world (a world that is almost 50 years in the making), he told them to choose from the PHB (no dragonborn or tiefling either). They categorically refused. He simply took his books, and left. This single event perfectly illustrate that the paradigm changed over the years and that the ghosts of 3ed where the group was simply dropped in favour of player's agencies is still there, stronger than ever (if not more so). And strangely, these players have no trouble being restricted in races, cultures and whatnot in other game systems... It takes quite a DM and players to reach a balance between players' agencies, DM's preparation and group cohesion. Session Zero should be more defined and explained in the PHB. A lot more.
 

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