With yet another mega-thread devolving into an endless back-and-forth debate about whether 4E is real D&D, or if it is "D&D to me" or if it feels like D&D to me, etc etc...an intriguing question occurred to me: What if we're framing this entire discussion wrongly? Or rather, what if there was a better, more adequate way of framing it that could satisfy all (OK, most) parties concerned?
Before I get to that, let me explain why I'm starting a new thread on this topic. I think this is an issue that just begs to be exorcised, dealt with, psychologically and socially metabolized by the D&D community, or at least this community. As Jung said, the way out is through - sometimes you just need to deal with


or else it just keeps coming back in a new form (the hydra, ya know?). So I'm hoping that this thread can, if not Heal the community, at least Cure Light Wounds and get us going in the right direction.
So I have to admit that my "intriguing question" actually came after the answer, which was that I do think there are better ways to frame this issue, namely this: What if we simply accepted that D&D, as it was published from 1974 to 2008, shared a fundamental core of gameplay that isn't shared by D&D4? Yes, D&D is a game, it is a brand name, and a concept. But it is, in some sense, most importantly a particular gameplay.
In terms of actually playing the game I'm struck by how similar my experience with OD&D is to my experience with BECMI, AD&D2, and 3E.
When I was young, I:
- Used AD&D1 supplements with BECMI and AD&D2.
- Freely intermixed BECMI and AD&D2 material without even thinking about it.
The editions of the game from '79 to '99, while certainly possessing some key distinctions, were inter-compatible to the point of "I don't need to even convert this stuff". So other than Basic's conflation of race and class and the change in XP methodology, it doesn't surprise me that no one is citing a significant rules-shift in this time period.
Now, for the DM's perspective I've:
- Used OD&D, AD&D, and BECMI modules with 3E.
- Used the same 3E modules in both 3E and OD&D.
- Used the same 4E modules in both 4E and OD&D.
Unlike the BECMI/AD&D material, all of these obviously required mechanical conversion. But in each case I lazily followed the conversion process of least resistance: If the encounter says it gets 8 goblins, then I open up the local equivalent of the Monster Manual and use the stats for 8 goblins.
Here's what I experienced:
- The OD&D, AD&D, and BECMI modules all played fine in 3E.
- The 3E modules played pretty much identically in both 3E and OD&D.
- The 4E module played radically differently in 4E and OD&D.
You can see a similar continuity in playing the core classes. From OD&D to 3E there was a gradual accumulation of new options for characters, but surprisingly little difference in how they played at a basic level: Fighters in OD&D play like fighters in AD&D, BECMI, and 3E; magic-users in OD&D play like wizards in AD&D, BECMI, and 3E; and so forth. But fighters and wizards in 4E don't play anything like their predecessors.
4E is the breakpoint at which the gameplay shifts on a fundamental level on both sides of the DM's screen. (Which is unsurprising, since the designers said they were doing that deliberately.)
On a non-mechanical level, you also have a basic continuity of implied cosmology from OD&D to 3E (with the same gradual accrual of additional bling). Here one finds a significant shift from AD&D1 to AD&D2, but 3E largely shifted back towards AD&D1 in this regard. But those shifts once again pale in comparison to the significant break we find in 4E from what came before.
In the context of my thread title, Original D&D is the game that was published from 1974 to 2008. D&D4 is the game that was published in 2008.
The beauty of this framework is that it eliminates the whole debate. They are two fundamentally different games both of which have been published using the D&D trademark.
I think we, the diehard base, lose sight of that, and may actually turn the casual-on-the-cusp-of-serious gamers away from the table, and in so doing inhibit the health and growth of the hobby itself.
The bottom line being: Original D&D is my game; D&D4 may be yours. Make of it what you will. And enjoy.
I may be wrong, but I think this works for everyone.
Before I get to that, let me explain why I'm starting a new thread on this topic. I think this is an issue that just begs to be exorcised, dealt with, psychologically and socially metabolized by the D&D community, or at least this community. As Jung said, the way out is through - sometimes you just need to deal with




So I have to admit that my "intriguing question" actually came after the answer, which was that I do think there are better ways to frame this issue, namely this: What if we simply accepted that D&D, as it was published from 1974 to 2008, shared a fundamental core of gameplay that isn't shared by D&D4? Yes, D&D is a game, it is a brand name, and a concept. But it is, in some sense, most importantly a particular gameplay.
In terms of actually playing the game I'm struck by how similar my experience with OD&D is to my experience with BECMI, AD&D2, and 3E.
When I was young, I:
- Used AD&D1 supplements with BECMI and AD&D2.
- Freely intermixed BECMI and AD&D2 material without even thinking about it.
The editions of the game from '79 to '99, while certainly possessing some key distinctions, were inter-compatible to the point of "I don't need to even convert this stuff". So other than Basic's conflation of race and class and the change in XP methodology, it doesn't surprise me that no one is citing a significant rules-shift in this time period.
Now, for the DM's perspective I've:
- Used OD&D, AD&D, and BECMI modules with 3E.
- Used the same 3E modules in both 3E and OD&D.
- Used the same 4E modules in both 4E and OD&D.
Unlike the BECMI/AD&D material, all of these obviously required mechanical conversion. But in each case I lazily followed the conversion process of least resistance: If the encounter says it gets 8 goblins, then I open up the local equivalent of the Monster Manual and use the stats for 8 goblins.
Here's what I experienced:
- The OD&D, AD&D, and BECMI modules all played fine in 3E.
- The 3E modules played pretty much identically in both 3E and OD&D.
- The 4E module played radically differently in 4E and OD&D.
You can see a similar continuity in playing the core classes. From OD&D to 3E there was a gradual accumulation of new options for characters, but surprisingly little difference in how they played at a basic level: Fighters in OD&D play like fighters in AD&D, BECMI, and 3E; magic-users in OD&D play like wizards in AD&D, BECMI, and 3E; and so forth. But fighters and wizards in 4E don't play anything like their predecessors.
4E is the breakpoint at which the gameplay shifts on a fundamental level on both sides of the DM's screen. (Which is unsurprising, since the designers said they were doing that deliberately.)
On a non-mechanical level, you also have a basic continuity of implied cosmology from OD&D to 3E (with the same gradual accrual of additional bling). Here one finds a significant shift from AD&D1 to AD&D2, but 3E largely shifted back towards AD&D1 in this regard. But those shifts once again pale in comparison to the significant break we find in 4E from what came before.
In the context of my thread title, Original D&D is the game that was published from 1974 to 2008. D&D4 is the game that was published in 2008.
The beauty of this framework is that it eliminates the whole debate. They are two fundamentally different games both of which have been published using the D&D trademark.
I think we, the diehard base, lose sight of that, and may actually turn the casual-on-the-cusp-of-serious gamers away from the table, and in so doing inhibit the health and growth of the hobby itself.
The bottom line being: Original D&D is my game; D&D4 may be yours. Make of it what you will. And enjoy.
I may be wrong, but I think this works for everyone.