Couple of things percolating in my head like a hot drink. First thing; I finished reading last night a pdf that I got as part of a DCC humble bundle a little while ago. The pdf was the Gazetteer of the Known Realms, and is basically a 120 or so page campaign setting for the DCC adventures. It was written before the DCC game, but it is part of the 3.5 OGL releases, and if you recall, the first DCC adventures were all 3.5 adventures. There's also a second part, another pdf that's part of the same "boxed set", which is Gamemaster's Guide. This was an interesting setting, to me at least. Not because it necessarily did anything that I really thought was exciting, or that I wanted to borrow or use, but because of what it represents. While a number of "3e-isms" were pretty obvious, especially with regards to psionics whenever they were mentioned, it was obviously and deliberately written to be a very "proto-OSR" setting, and I've heard it described online as what a Mystara boxed set would have looked like had the old D&D line ever released one (apparently, they didn't. Just the gazetteers. No doubt why they also used that name.) This is both its strength and its weakness; it's cool that it's such an old-school campaign setting, that it fits nicely next to Greyhawk or Mystara and even feels very similar in most respects to those settings. But it curiously is very, very D&Dish in the old school way; the way the setting is set up, the races and their arrangement and relationships, etc. As cool as that is, it doesn't do much that hasn't already been done many times, and as such, it hurts it as a product; it simply doesn't offer anything that we don't already have, therefore, it becomes completely superfluous and unnecessary. I'm still trying to decide if I think it was a waste of my time to have read it (and to turn to the second book in the boxed set) or not.
One way in which it was just a little different than older settings like gray box Forgotten Realms, or the older Greyhawk gazetteers, or whatever—it has some proto-wokeness. The whole white colonialism bad vibe, which is understated but present, is one that we probably wouldn't even have thought of at all in the 80s, so I'm not sure that that can count, but the presence of all kinds of female knights and heroes is something that's always jarring to me; I've known too many women and I've known to many men to think of them as interchangeable widgets. The people who push that kind of nonsense come across as very bizarre to me. Like they don't know enough real people to understand human behavior, or something. I don't mine female NPCs, especially when played by women. But acting like women who act like men is common across the history of the campaign setting, and common across the setting overall is weird. DCC's setting Aereth, or whatever exactly it's called, does this.
That said, I came across this old post by Rob Schwalb from the lead-up to 5e. I think it's interesting, so I'll quote it (mostly) in full.
A few years ago, I woke up and realized what I thought was fantasy wasn't the same for everyone else. Sure, people have had worlds with winged cats that could talk, elves with red cloaks, and all sorts of tweaks and twists to the basic fantasy tropes for years. And I've always known that things such as the Empire of the Petal Throne and Jorune lurked on the fringes, but they were strange things wholly alien to my sensibilities. You see I cut my teeth on Tolkien, Homer, Mallory, Howard, Alexander, and the rest. The old red box D&D let me play in a version of fantasy with which I was most familiar. It let me tell my own stories set in Middle-Earth or wherever because the fundamental concepts about fantasy ranged from "one ring to rule them all" to forbidden dealings with Arioch to scaling the Tower of the Elephant. I knew elves didn't hang out in Hyborian Age and you would never find dwarves drinking with Gawaine, but in my youthful mind I could reconcile these differences because it was all fantasy to me.
By the time 2nd Edition D&D hit the shelves, I had already solidified my views and, with the frustrating absence of assassins, half-orcs, and monks aside, the game remained true to that vision. But over the next few years, the game began to change. TSR published settings that presented different ways to play D&D. Some, such as Birthright and Mystara, weren't that far from my tastes, while others challenged what I believed was true about D&D, notably Spelljammer, Red Steel, and Dark Sun. In some cases I embraced these visions; in others I rejected them. Thinking back, we never said we were playing D&D when we played Dark Sun. Instead, we said we were playing Dark Sun. (The same was true for Ravenloft now that I think on it.) I enjoyed those settings as games in themselves—games that just so happened to use the rules I knew so well. They weren't D&D; to me, but that was okay because they never spilled too far into the core (though the MC Appendixes would eventually chunk together all sorts of monsters from across a wide range of worlds).
The weird psychological game I played continued into 3rd Edition. The racial assortment stayed more or less the same as it had in previous editions. The game retained the core tone I had embraced years ago. Things would change. Supplements introduced new races, some expected (half-ogres and minotaurs) and some completely unexpected such as dusklings (Magic of Incarnum), illumians (Races of Destiny), and the hadozee (Stormwrack). Since these races lived in supplements, I could ignore them or use them at my discretion.
Fourth Edition, however, shocked me. I never imagined I would find dragonborn and tieflings in the Player’s Handbook. What about the gnome? Where did the half-orc go? D&D had gone and reinvented itself without consulting me! Imagine my horror. Why did the marshal deserve to be in the Player's Handbook in place of the druid or the bard? Everything I knew to be true about D&D had been shaken up, and I was left puzzled and a bit upset—not enough to explode in nerdrage, but enough that I was uneasy.
I was so certain and so confident the dragonborn didn't belong in D&D, I figured my players would reject the race as I did and choose something more in line with the D&D we'd always played. Imagine my surprise when one of my younger players, who was 19 at the time, immediately latched onto the dragonborn and warlord. Imagine my continued surprise when game after game my players ventured further afield than the classic array of classes and races. What I realized was that although dragonborn seemed ridiculous to me, the race had a great deal of appeal to my gaming group—the cantankerous, vulgar, twinkie group of players that they are. And if these old dudes could climb on board the tiefling, drow, dragonborn, wilden, shardmind train, then there must be people for whom these elements are fantasy for them. In the end, I made my peace with the weirder races and classes that have snuck into the game and broadened my horizons to at least not be offended that they exist. (I would use an emoticon to soften the last sentence but I won't stoop to that sort of nonsense here.)
We've talked a lot about what races and classes we would include in the next core player book. I've argued at great length about how editions never fall at break points in people's campaigns and that often an edition change means invalidating a choice a player has made about the character he or she is playing. I can imagine some folks were upset not to have a monk class when 1st Edition shifted to 2nd, just as I'm pretty sure some folks were upset when they couldn't play a barbarian right out of the gate when 4E landed. We've tentatively agreed that D&D; is big enough to accommodate the various Player's Handbook classes and races, and we want to make sure these options are available when the next version comes out. Although this move will certainly appeal to the audience who think dragonborn and tieflings kick ass, I wonder if their inclusion will offend people with opinions that matched mine a few years ago. I'd love to say that we're all reasonable people and finding a tiefling in the next version of the game doesn't mean they have to appear in every world or campaign, but, being an unreasonable person myself, I can understand how such a thing might be upsetting to people who have a clear vision of what D&D ought to be. Likewise, I think people who dig the Nentir Vale and the 4E cosmology would be livid if we ripped out the dragonborn and tieflings, whose fallen empires are so important to shaping the land. Is this a no-win situation?
I mean, he's not wrong, necessarily. D&D isn't just whatever the owner of the brand says that it is. At some point, it's not recognizable to people who played D&D in the past. People who don't seem to get that, and tell "conservative" gamers to suck it up because sexually ambiguous bird, rabbit or turtle people running bakeries is what D&D is are wrong; that's not D&D to me, or anyone my age, and arguably its so far away from what D&D was that even people who play 5e and have only played 5e, in a neo-trad playstyle, have got to see that as something severely removed from what D&D was.
Of course, my perspective is that I don't also care very much what D&D is, because I've always been somewhat ambivalent to exactly what D&D is. My own perspective has changed away from the more "vanilla" approach of what fantasy is, from the mostly high fantasy stuff like Tolkien, Alexander, and even Salvatore and Weiss/Hickman of my teenaged years to something a bit different, and more weird tales (not that I didn't read pulp stories in my teenage years too, but at the time, I was more likely to read Tarzan and John Carter than Conan, honestly.)
UPDATE: Spotted on ENWorld. Why of why am I still going there? Anyway...