The same could be said for game balance, but that's been made an all-consuming false idol. A semblance of believability, suspension of disbelief and verisimilitude got sacrificed on the game balance altar, for instance. Hit points, mundane "magic" etc all have to be handwaved until your wrist falls off, and that's a feat and a half: making D&D even more disconnected from intuition and even more self-referencing than it already was. It's bad design IMO.I don't overlook it, I just don't care. I think you overestimate how much players actually give a toss about this sort of thing. The overwhelmingly vast majority of players couldn't give two figs about this sort of thing.
The difference between the PHB and DMG "philosophies" is not a bug, it's a feature.The DMG quotes seem to support a different game than the one presented in the PHB. Taking into consideration all the wisdom in those quotes all one needs are a few simple rules and a few guidelines on making effective rulings. It seems that the only thing out of place about it all are the hundreds of pages of rules that tell you exactly when you can push, pull, slide, and fart.
You likely just broke the brain of many people who think they understand logic.But beware that that a consistent formal logic is incomplete, that means there are true properties that you cannot prove via your logic.
I've bumped into more people who I could never get to play again "because the only classes worth playing have spells" than people who were obsessed with "believability" in their game about slaying orcs and dragons.The same could be said for game balance, but that's been made an all-consuming false idol at the expense of believability. It's just the result of an extreme stance that I'm railing against, and you're cheerleading for, for some reason.
And I've never met even one of these, nor ever found a party where everyone wanted to be the mage or cleric. Ever. Go figure.I've bumped into more people who I could never get to play again "because the only classes worth playing have spells"
But we observe that it IS different -- else the issue should not have arisen in the first place.
The "no different then it ever was" line is curious, because if taken seriously it would negate the incentive to rush out and plop down hard-earned cash for the new product.
I will assume that is at least partially because you travel in gaming circles where those kinds of things are just more or less expected. I frequently find myself trying to introduce new people to the hobby, usually people who have played computer games and board games with a reasonable concept of balance.And I've never met even one of these, nor ever found a party where everyone wanted to be the mage or cleric. Ever. Go figure.
I have multiple degrees. Big deal. I also don't like Star Trek, even though it's a stereotypical geek thing to like. Who cares? People have different tastes, and a lot of people I know who were up to the hilt in M:tG wouldn't give D&D the time of day, and vice versa.2e and 3e were more or less completely unpalatable to most. And these are intelligent, creative cats with multiple degrees and the ability to immerse themselves in theater, Settlers of Catan, Blizzard video games, or a deep, introspective discussion of the merits William Shatner's singing career, coarse ground mustard, and Socratic teaching methods, among other things. You would think I'd be in a fertile land for planting D&D enthusiasts. They should be growing like kudzu on steroids.
No, it doesn't surprise me, for the reason you mentioned in the post. Nonetheless, as alluded to by Clarke's Law, the perception of magic does not necessarily mean that magic is actually involved.I hope it doesn't surprise you that, in most (if not all) ancient cultures, great skill was often viewed as being supernatural in origin, either as favour of the gods or as favour of/purchased from less savoury supernatural beings.
Remember that people were accused -- and convicted of -- witchcraft because their fields/animals prospered when their neighbours' did not.
The difference between the PHB and DMG "philosophies" is not a bug, it's a feature.
The PHB gives you the tools to interact with an imagined world. Period. (included caveat: the DM can change this as needed). You need lots of those rules in place for reasons of depth and choice for the players.
However, the PHB doesn't do a whole ton of parting the veil. It isn't necessarily intended for the players to think about "the physics engine" as it were.
When you are playing a video game, if you stop and think about how the terrain is being rendered.... the game has failed to sell you the illusion. One could make a case that the same applies here. Ideally, the players shouldn't see the strings. In fact, it's more fun when they don't (IMO. When I want to interact with the strings, I'll DM).
They really don't want to know when the DM fudged a dice roll to help them take out the BBEG, for example. The majority want to play a game, not meditate on a philosophical mountaintop about the meaning of narrativist versus simulationist tropes. In any case, the tropes that are readily available to them are all very gamist (if they choose to think of them as such).
The DMG, on the other hand, lives on the other side of the veil (or behind the curtain, if you prefer). The DM needs to be aware that there are things more important than the rules. The DM needs to spend a least a little cognitive power in a very meta place. He needs to see the strings, and pluck or pull the right ones as needed.
The problem is that people have taken the term "implied setting" to extravagant heights. They are also looking for some vast unity of principle for no discernible reason.

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