Not Absolutely but... as a DM it doesn't boost my imagination anymore. I still play as PC and DM. And I still find no reason to change game system. But definitely do not buy D&D manuals anymore, sacrificing my collector nature, because the art for me is uninspiring and silly. I was buying manuals even if I do not use it in game because they where inspiring and I loved to watch it. The last manual I've found good in art is RotFM. And please stop with this mantra of "old people doesn't adapt himself to the changes". My ten years old son looked at the art of Symbaroum and say "Hey pa this seems to be scary!". There is definitely a precise target age when you decide what art to use in your product. The art used in last D&D work is increasingly watered. While like it or not is a matter of tastes, the age targeting is much more objective thing.Yes, this is absolutely subjective, without question. I don't like the 5E art style either, but that's a completely subjective judgment, and has nothing to do with age. My teenage son recently started playing 5E, and he doesn't like the art either. But that doesn't affect the ability to enjoy the game itself.
And here I disagree.I see what you are saying. My point might be better made rephrased.
If I have an adventure set in a lost cave that might contain a dragon...then the lost cave containing a dragon is the "adventure". The adventure may or may not have places and encounters in it that occur in the forest outside the mountain.
Your process (rolling 8 encounters and building interelationships between them) is a great way to make another adventure, but then it crashes to fill the function of a wandering monster encounter by the very nature that it's all planned out ahead of time.
So you either end up with the one encounter (vets vs bugbears) that is truly "random" and it's up to the players to decide to engage, which let's them off the hook of forcing all 8 in one day. Alternately you can keep slinging the pile of encounters at them over the course of the day regardless of their choice which both limits their agency and has just added an entirely different adventure instead of a simple encounter or two on the way to the original adventure.
It's because Heroic Fantasy is more popular in 2014 than Sword and Sorcery, Grim Fantasy, and Dark Fantasy combined.The art in D&D is done to NOT scary
Possible, but my personal feeling is not originated by differences in fantasy style, I like heroic fantasy as I like ss, grim and df. For me it is an actual sillyness feeling.It's because Heroic Fantasy is more popular in 2014 than Sword and Sorcery, Grim Fantasy, and Dark Fantasy combined.
The gameplay and stories of fighting from behind or beneath is not as popular with today's gaming populace as the gameplay and stories of fighting as equals. D&D prefer the far tactical match than the harsh survival.
That's the point. Because the adventurers are not on their back foot the whole time, their eccentricity is allowed to come out and not affect success.Possible, but my personal feeling is not originated by differences in fantasy style, I like heroic fantasy as I like ss, grim and df. For me it is an actual sillyness feeling.
Warcraft and probably anime is what changed modern D&D the most.
Big Armor, Big Weapons, Big Actions
Cedric isn't the hero.To be fair to modern fantasy though, it’s certainly not without its share of body count.
Harry Potter has on screen murder. Not just killed in combat or by accident but straight up “kill the spare” and Cedric dies.
This is a book for a 13 year old reader remember. Very few adult fantasy stories are quite that harsh.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.