This isn't true. Campbell, for example, doesn't care about D&D as such.
I've seen others express a similar outlook. They don't care about D&D as a brand or tradition, they're just here to argue for D&D to become more like their preferred sort of game. I suspect that they're doing that here, instead of on some other game forum, simply because D&D is the most popular RPG, and they want that fanbase for their preferred game. I've noticed that they tend to think it's nothing more than a historical fluke that D&D is the most popular RPG, and that if anything D&D would be even more popular if it were radically changed in premise and mechanics. To me that's a strange and unsupported assumption. I'm pretty sure the reason for D&D's absolute dominance of the field of RPGs for the entire history of the field of RPGs has something to do with its design as a game.
Anyway for me D&D's hallmark and greatest invention is The Dungeon. If you spend too much time out of the dungeon (or dungeon-like wilderness or urban analogue) you're not really playing D&D anymore imo, and would probably be better served by a different fantasy game (the smaller fanbase being the snag).
but don't you feel in your DM heart of hearts that you were playing a specific fantasy roleplaying game that wasn't D&D? Aren't there some things that make it D&D? What you described could be made with a different system, yes? Because technically, it was your own system.
If I said "I love baseball, but only when we dribble, don't wear gloves, and instead of bats we shoot it at a basket. THAT's BASEBALL to me!"
Is that really still baseball?
Is D&D just a fantasy RPG no matter what rules there are?
This isn't true. Campbell, for example, doesn't care about D&D as such.
I've seen others express a similar outlook. They don't care about D&D as a brand or tradition, they're just here to argue for D&D to become more like their preferred sort of game. I suspect that they're doing that here, instead of on some other game forum, simply because D&D is the most popular RPG, and they want that fanbase for their preferred game. I've noticed that they tend to think it's nothing more than a historical fluke that D&D is the most popular RPG, and that if anything D&D would be even more popular if it were radically changed in premise and mechanics. To me that's a strange and unsupported assumption. I'm pretty sure the reason for D&D's absolute dominance of the field of RPGs for the entire history of the field of RPGs has something to do with its design as a game.
Anyway for me D&D's hallmark and greatest invention is The Dungeon. If you spend too much time out of the dungeon (or dungeon-like wilderness or urban analogue) you're not really playing D&D anymore imo, and would probably be better served by a different fantasy game (the smaller fanbase being the snag).
I can't think of any mechanical difference - or sum of minor difference - that would account for your experience.I started in 1980 with basic. I switched to AD&D and was able to start playing immediately, just referring to the rules for reference. (Eventually I read the whole thing) Switching to 2E was trivial. 3E was a bit more of a jump. But each time I was able to play immediately with just a quick scan of the rules, learning the finer points as I went along. Then I read the 4E books in depth and realized that I still didn't know it well enough to play the game. So 4E is the first edition that's not D&D to me.
Sacred cows are what some call them. But D&D is what I call it.
There are certain things that are D&D. Pure and simple.
...
What makes D&D D&D?
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Anyway for me D&D's hallmark and greatest invention is The Dungeon. If you spend too much time out of the dungeon (or dungeon-like wilderness or urban analogue) you're not really playing D&D anymore imo, and would probably be better served by a different fantasy game (the smaller fanbase being the snag).
Sacred cows are what some call them. But D&D is what I call it.

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