Any game can be adapted somewhat, but there comes a point where, for me at least, I decide that I would be far better starting with a different system.No system as written will ever perfectly match the styles of everyone at the table; all will need some adaptation to really sing. Worse still, people's preferred styles will drift over time. Far better to support the group in adapting the game (and evolving it as necessary), rather than sticking with "here's what our game does, and nothing else."
Hmm, definitional issues again. I don't count any of those D&D variants as being good at supporting fundamentally different styles. Pretty much all D&D supports pretty much the same style - 4E just does that specific style better than any previous edition.Bear in mind that if D&D had never looked into other styles, there would be no Dark Sun, no Spelljammer, no Ravenloft, no Eberron... oh, and no 4e.
But I think in the case of 4e the situation is a bit different. 4e is fundamentally a fairly simple RPG. You have stats, defenses, skills, and powers, and a d20 mechanic, and then you have various general combat rules (action system, LoS/LoE, etc). Then there are a few other rules (a few exploration rules, more general cases of resolution, SCs, a few others). Where you have complexity and sheer scale is in the number of elements that use that core, and the way those elements can combine (which they can only do BECAUSE the core is uniform and simple).
Contrast with 1e AD&D, which had a MORE complex core in many respects. Many things were not done in consistent ways, there were lots of strange fiddly combat rules that practically nobody ever understood, etc. It wasn't BIGGER than the 4e core, but it was certainly more complicated to use. OTOH in terms of game elements it was much smaller. There were never more than 10 classes, around 300 spells, nothing like feats, etc.
AD&D actually has a surprisingly large number of rules, you can adjudicate MANY things in 1e that are simply not even mentioned in 4e. It wasn't that in 1e you had less to work with and had to intervene more, it was more like you had to apply lots of duct tape to 1e to keep all the parts working when things got outside of what was written. In 4e OTOH its d20 mechanic 'just works'.
Hmmm, yeah, I think basically the thing is you cannot generalize about 'rules'. As Mike stated in his article there are different types of rules. Some are proscriptive, some are prescriptive, some are advisory, some are structural, and some are just ideas. Also it depends a lot on the type of system. In 4e you have a strong general resolution mechanic that is used uniformly, so you can attach many specific situational rules to that which are mostly prescriptive. You can have loads of them, and still have flexibility because you can just fall back to basic d20 mechanics whenever it makes sense. That isn't true of all systems.
I haven't read the DMG2
I don't think so. We already have that and it's called GURPS.Ii donnt think the solution for d&d is to be super customizable. The solution is to create an edition that appeals broadly to as many styles as possible but doesn't go too far in one direction.
Any game can be adapted somewhat, but there comes a point where, for me at least, I decide that I would be far better starting with a different system.
I'm not sure that styles "drifting over time" is actually accurate, either, except as a result of blinkered attitiudes. Having 'discovered' a range of styles, I actually enjoy several of them.
Hmm, definitional issues again. I don't count any of those D&D variants as being good at supporting fundamentally different styles. Pretty much all D&D supports pretty much the same style - 4E just does that specific style better than any previous edition.
To try to be clearer, when I say "radically different style" I mean, for example, the difference between D&D (where you have a DM and players who each have one character with hit points and attributes, etc.) and Universalis (where you have no GM, no set character attributes, no fixed character for each player and the world setting is developed by everyone collectively).
I prefer focused rpg systems that provide mechanics that work best for their intended playstyle. A 'super customizable' D&D is the last thing I'd want.
This is something I've often read and never understood: Why are some players so keen to bend D&D out of shape and use it for something it's particularly bad at? Why use a hammer to tighten a screw?
I think you really SHOULD read DMG2.
Really, the PLAYERS should know the rules. A 1e style DMG honestly never made sense "Oh, the DM has all the tables and charts, you shouldn't know what your character actually needs to hit anything!" lul wut?
So, yes, DMG1 is all talk. What else would it be? The writing is excellent and it covers a lot of value and I think it actually is quite an excellent Dungeon Master's GUIDE. In other words it is a textbook on the nuts-and-bolts of DMing 4e and a pretty good one.
For someone with an advanced understanding of how to DM it may not be all that revelatory and then you're quite right, you could have a 50 page book with nothing but the crunch and a few paragraphs of advice on how it is intended to be used and be done with it.
So, I think with DMG1 it is a matter of you're probably not the primary audience.
DMG2 OTOH has a lot of pretty specific "here's how you can fix this problem" or "here's how you can approach doing this kind of thing".
Okay. But why is that so?Because the way you run D&D isn't the way I run D&D.
3e was the first edition that worked well for me 'as written'. But it lost a lot of it's previous flexibility. Since I preferred the direction the game had taken that was a good thing for me. It focused on the system's strengths. 4e works even better for me because in addition to a better focus it also features an improved user-friendliness - at least for DMs.
Finally, Essentials is an attempt to improve user-friendliness for the players.
What is there left to improve except details?
Imho, trying to regain the flexibility of old will result in losing focus. The end result would be a serious step back in the game's evolution.

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