Imaro
Legend
As someone who ran D&D for a while with the AD&D Monster Manual (because it came out first) alongside the OD&D booklets, then added the PHB (next printed) and, finally, the DMG (just before moving on from D&D altogether for a bit), it should be no surprise that I agree with @prosfilaes. AD&D was basically a dressed up OD&D (note - OD&D, not Basic).
Hmm, interesting... I wasn't born yet when OD&D was readily available and have never had a copy of the rules so I can't directly dispute this but I've seen people prefer AD&D to OD&D or OD&D to AD&D in some discussions I've read and thus assumed there had to be differences... along with the fact that many retro-clones make the distinction that they are based on one or the other. Apparently my assumption was wrong.
I don't think they were, no. They were created to "rectify" a range of perceived flaws in D&D, which naturally made them somewhat different, but I don't think merely making "something different from D&D" was a design aim for any of the early designers, though I may be wrong as I haven't quizzed them on this.
I feel like this is playing semantic games... they were built specifically to do things differently than D&D... thus my point still stands, their "innovations" were to be "not D&D" in various ways...
I think the point about "innovation" may be slightly misdescribed. I don't see that D&D has ever been particularly innovative in the sense of "adding something new to the whole field of roleplaying" since it was first published. What it has tended to do, however, is follow on and imbibe new developments that have been added in other games and are seen by the designers of D&D's next edition as "improvements". Oftentimes, these new elements had been in use as "house rules" for D&D before they were added to an official edition. In this sense, D&D was "furthering innovation" since it was introducing its (relatively) massive audience to cool new stuff that had been developed in the wide hinterlands of roleplaying.
I think I mostly agree with this...
@billd91 addresses this quite well IMO, but to add on to what he says... I think one of the greatest flaws of the community around 4e was the inability to accept that for some/many/a majority 4e wasn't more fun or even equal in fun to other editions of D&D and/or other games. This attitude that it was marketing, or adventures or a late-edition switch to new corebooks, or... well anything but the game is a little weird at this point. The game wasn't enough fun to capture a large enough marketshare (young and old)over it's run is one of the simplest answers to it being cut short and put away... and yet it's rarely if ever looked at by 4e fans as a legitimate reason to discuss, address, or try to understand.I think what 4E tried to do in this respect was add aspects of Narrativism/Storygaming to D&D. Sadly, it seems that (as Ron Edwards initially suspected) the audience for D&D was really not the one that was increasingly enjoying such systems. The new innovations in RPG rules that were, as usual, coming from other, newer games on the market were all of a sudden a "step too far" into modernity for the (increasingly crusty and old) players of D&D. As a result, while I'm sure 5E has some neat mechanical widgets that afficionadoes love, it really hasn't got any innovations included in it from the rest of the RPG market of recent years.
I *think* that is probably what @AbdulAlhazred was getting at with his remarks about innovation.
EDIT: To add to my final paragraph, I think there's a reason none of Ron Edward's games have sold anywhere near the number D&D has... and I think maybe instead of chalking it up to "Old grognards stuck in their ways" he should have maybe examined what the majority of people find fun in running and playing rpg's (and especially in D&D)... I (and I think most people) don't play a game just because it has the new shiny, I play it because it's fun and if the new shiny isn't adding to that or is in fact actively taking away from it I'm not going to play it... just a thought.
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