A fellow grognard who graced my playtest table would sum it up with:It's like people don't understand how you can have fun with older D&D lol.
I wouldn't say that was because of the system, but the setting and the adventure content (as I explain above). I think that's backed up by his friend's recommendation of Joseph Campbell.
Philotomy's Musings on the Mythic Undeworld said:...it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.
When my group played 1E, we played by the book as much as humanly possible. Gygax's rules were sometimes a challenge to interpret, but it was like meandering down a maze. If you review the initiative rules, you'll know what I mean. Everytime we rolled a d6 for initiative, I was the designated expert to determine who would go first, because I was the only one who spent the most time going down the rabbit hole. "Is he casting a spell? What is the speed factor of his weapon?" I think unarmed combat was almost as bad, but we generally avoided it because it was a sub-optimal tactic.
I always thought that coming to the game through 1st Edition was the best preparation for studying Anthropology in college, Gygax’s rulebooks not being the usual “create rules for a game we’ll play” one sees in most RPGs, but rather “distill the rules of the world we’re playing in to a form that we can share,” like a sort of participant-observation text with a combat matrix. Having Dr. Holmes then come to look through the extant versions to distill Basic I was that even more so!
The specific tasks and stats are largely irrelevant. You are a person brave enough to go into an unexplored territory, the Underworld say, to slay monsters, possibly a Dragon, and take their gold to share with the community. If you betrayed someone, then you're representing the human Shadow. In the end you're reborn into something more powerful. It hits all the beats.
But there was something else at work. AD&D worked in part because the entire game is one, giant puzzle. Everything is just out of conceptual reach. The rulebooks themselves are dungeons to explore, treasures hidden here and there.
The game and its approach to the dungeon crawl isn’t about story, or world building, or any of the concepts that have grown around D&D over the years. The game dwells at the edge of perception, its lack of definition its defining trait.