Theory of Games
Storied Gamist
I knew you'd respond with those and based on the conversation I was having upthread, you're incorrect:Sure. Though I think it will depend greatly on how far you think something has to shift to meet "don't play like D&D."
My first thoughts were Traveller, Runequest, and Superhero 2044. FGU had several titles, such as Flash Gordon and Swordbearer, in the late 1970s to early 1980s that were several steps different. The Fantasy Trip. Universe.
There have pretty much always been multiple alternative games out there with different approaches, different focus, different styles.
I'd argue that there was a time when there weren't multiple alternative games with different approaches out here. For a long time it was D&D, and then came games that had similar rules and similar gameplay objectives.
All of the early games I can think of that "don't play like D&D" in my mind are in '77 or '78. There are likely earlier examples.
Care to name a few?
The original description was "different approaches, different focus, different styles". None of the rpgs you listed fit that description, from a pure design perspective. They're all 'tactical turn-based action' rpgs, all mimicking D&D in function just like most video games, which were also primarily inspired by D&D's structure. The only clear difference some ttrpgs have from D&D is genre, but how most of the game engines actually function (dice +/vs. stat) and the options the players have (negotiate, fight, collect gear) are nearly identical in play to D&D. And yeah we can quibble over what "different" means YMMVSure. Though I think it will depend greatly on how far you think something has to shift to meet "don't play like D&D."
My first thoughts were Traveller, Runequest, and Superhero 2044. FGU had several titles, such as Flash Gordon and Swordbearer, in the late 1970s to early 1980s that were several steps different. The Fantasy Trip. Universe.

When I think "different approach/focus/style", the first game that really changed things IMO was the Dallas ttrpg, because there was no combat system - the whole game was based on social intrigue. That was 1980, six years after D&D hit shelves. Since then we've had some truly different rpgs created like Fiasco, Alice is Missing and Hillfolk.
Finally I think Mearls is right: the hobby