And in my experience you'll find that eight or nine of those gamers will agree with the others, even if they all stated different things.
Consensus - it's what's for dinner!
(. . .)
Knowing the rules to an old-school game is not the same as understanding why those rules are what they are and how they're intended to work together; judging from many of the things Mr Mearls wrote over the years, and an exchange I had with him directly on these boards, I've found that he's woefully ill-informed.I can't imagine how hard it must be to have one's icons crticized on an intreweb message board.
One need only read any number of threads on these boards of some early RPG experiences, and how the rules can be misinterpreted and misapplied, to know how easy it is for someone to play an entirely different game with the same rulseset than someone else. However, a trip to GaryCon III in Lake Geneva in March would get someone on the right track, as well as confirm that most Old School players have the same things in mind about old school style play even if they sometimes express things somewhat differently.
I've read enough of Mike Mearls d20 stuff and more recent offerings, particularly essays, to believe that he has some unusual ideas in regard to how to bring an old school feel to modern game rule sensibilities. The two essays most recently quoted/linked in threads here on EN World and other design concepts like monsters being stripped down to just what they can do in a single combat, as well as the extreme balancing of classes in the most recent version of the rules from WotC, all lead me to believe that he and I do not share the same sense of how a D&D experience manifests.
Granted, some of what has become his vision of D&D is restricted by the WotC mandate to move away from the OGL and protect IP from possible game-cloning, but those even with those directives set aside, gameplay is substantially different enough under Mearls D&D than under any edition I have played since 1974, and 3.XE was already a rather expansive rules evolution.
Mind you this is from someone who has played countless other RPG systems and finds many of them fairly close to a D&D experience despite some pretty big rules differences. And also from someone who has played countless wargames, minis games, card game and boardgames over four decades of hobby gaming. (The big tent I believe exists isn't just a D&D tent but moreso a tabletop RPG tent or even a larger tabletop gamer tent. Trying to narrow it to enclose all of D&D doesn't really work, IMO.)
I'm running a 3.XE this week without minis to see how it plays. I've done this before with decent results but have had some ideas about how to do it more effectively since that previous attempt, so I'll see how that goes. I'm wondering how many of the rules that some believe are tied to the grid alone can be put forth in a prose context and remain meaningful and useful. We'll see.