Joshua Dyal said:
And the point remains: using a mechanic that really only benefits new players doesn't contribute to 25+ years of success of a game that hasn't been growing the market. Therefore, it can't possibly be considered a fundamental building block of D&D's history of success relative to other RPGs.
Actually, I think it can. How?
Well, think - how many D&D players were there in 1977? In 1989? In 2000? Maybe in the last few years of 2E, the group didn't grow much, but over the long haul, D&D
has been hooking new gamers. D&D didn't become the biggest boy on the block based solely on first printing 1E players.
And, even if it wasn't growing the market, you need new gamers to
sustain the market. People drop out of gaming all the time - they get jobs, have babies, get other interests. If you don't replace them with new gamers, the market shrinks. If the market was not shrinking at a precipitous rate, you can be sure there were new gamers getting hooked.
And being the biggest boy on the block has played a major role in the game's longevity. Being big means greater numbers and diversity of adventure and campaign products, which in turn keep player interest longer...
So, you don't become biggest without hooking new gamers. You don't stay biggest without hooking new gamers to replace those who drop out. And being biggest increases longevity. So, those aspects which are attractive to new gamers
do help account for D&D's long-term success.