I am currently runnning a game of D&D Next and reading the Dungeon Crawl Classics Rules. Reading the 
Dungeon Crawl Classics Rules and thinking about D&D and my group's last session has 
rendered me philosophical about the culture of role-playing games and the way it haschanged over the years. I am interested in assessing where this "new" breed of game comes from and where it is headed.
 D&D 
Next and DCC are attempts to bring "old school" gaming to a modern world. As 
someone who played "old-school" many years ago, and having now played the one 
and read the other I reckon they are doing it right. But what really is the 
difference? I think the difference lies in what equates to success in the game. 
It seems to me that in the old games success meant Survival, whereas in 
the newer version of D&D Success meant Accumulation.
A 
comparative analysis of the versions of D&D over the years shown very clear 
trends. The game became less dangerous for the characters. This is reflected in 
the rules for death and dying. With each iteration it became harder for 
characters to die. Also eroded, slowly at first, but then in great jumps were 
the so-called "save or die" effects. Character death came to be seen by the 
game's writers and publishers as something that would turn players off the game, 
and therefore a bad thing. Of course, character death also interrupted the 
other stream, which was gaining momentum through the versions, the character's 
ability to accumulate. Accumulation refers not only to material goods, the 
number of which are available to a character has also grown steadily. It also 
refers to the accumulation of skills, powers, ability score buffs, feats, gold 
and magical enhancements. A character's effectiveness came to be measured by the 
number of options available to him, through the accumulation of all these 
things. Characters have become commoditized. There may be many different 
sociological and psychological reasons for this, but there is also an obvious 
commercial reason. Commoditizing the game provides an almost unlimited 
opportunity for sales (or so it would seem). The more "options" there are the more books are needed to 
contain those options. This can be seen in the almost countless versions of 
additional books available for the D&D and Pathfinder games and the 
proliferation of so-called "Splat Books". One of the problems caused by this 
proliferation is that it perpetuates a falsity about the game itself. The 
untruth is that unless something is contained in a book or a rule somewhere, your 
character cannot do it. This is fundamentally wrong and bad for 
the hobby. This false representation will be particularly damaging to a new 
player picking up a role-playing game for the first time, but it is negative 
effects are not limited to novices. I am an experienced gamer and I am just as 
guilty of falling for it. Perhaps more guilty because I have proselytized the 
changes to newer and more commoditized versions of the game within my own gaming 
group.
 The 
commoditizing of the game is like the branches of a tree, breeding greater 
option complexity all the time. This also increases the potential for 
combinations that the game's producers did not consider and unforeseen synergies 
between distant option commodities. This process reached its height with D&D 
3.5 and continues strongly in Pathfinder. Thus were born a breed of gamers known 
as the "min/maxers" who studied these things for uber powerful combos and broken 
options to exploit. This became so bad that the game's creator decided there was 
a problem. But they misidentified the problem either because they had lost 
track of the essence of the game or because they knew they were too far along a 
path of commoditization from which there was not turning back. The problem, they 
opined, was a lack of Balance. The game 
would be protected from the assaults of the hordes of the min/maxing munchkins 
if balance could be achieved. This meant that no single option could be more 
powerful than another. This great balancing exercise resulted in 4e. 
Unfortunately the effect was simply to make the vast commodity options more 
bland and similar to each other.
Another 
harmful effect of commoditizing player options has been rules bloat. Players 
gained vast lists of abilities, many of which needed rules to support them. One 
of the worst effects has been a power shift from the DM to the players. The 
rules have gradually neutered the DM, leaving him boxed in by text and unable to 
express himself and to create the type of fantasy adventure story that the game 
was intended for in the first place. Players too have not been immune, while 
their power to control the outcomes of events had increased, the rules have 
hampered them too. Their creative abilities to effect the collaborative 
adventure story have also been caged by rules and 
options.
Why I 
personally went along with this process is a bit of a mystery to me. Maybe I too 
was just another victim of a gradual shift in perceptions in modern society, or 
maybe I'm just a sucker for a box of shiny sweets. Anyway, the charm spell that 
I was under has been lifted, and I see with new eyes. (This metaphor seems to have been grafted unconsciously onto my current campaign in which eyes and blindness have become a very prominent theme)
Dungeon 
Crawl Classics takes a more aggressive approach to those who read the rules and 
want to play. Not having any sentimental or commercial ties to the later D&D 
version before 5e, it makes no attempt to promote their validity. The game 
forces players into an "old-school" mindset my impressing on them immediately 
that survival is the victory. Each player begins with two to four 0-level "mooks 
"on their first adventure, ominously referred to as a "funnel". In a funnel 
mortality rates are massive, and as the characters have almost no skills or 
abilities and less than 5 hit points they die in their droves. But the game does 
a clever thing it makes players root for one or more of their hapless goons, 
with terrible Ability scores. Also, to overcome challenges the players have to 
use more than the commodities available to the characters. They have to use 
ingenuity, role-playing and team work, mixed with a healthy dose of luck. Sounds 
like D&D to me. And what happens to the few who survive the funnel? Well, 
they come out with a few commodities scavenged from the corpses of their fallen 
comrades, a scar or two and tales of adventure, daring and excitement. They also 
have something else, a bond with the player controlling them who then selects 
their class and all the trappings normally associated with a first level 
character. Clever.
 DCC also 
stresses survival in the way it awards experience. Characters gain between two 
and five experience points for each encounter they survive. Any encounter, 
whether it be a social encounter, a battle or just a trap. I think thats clever. 
The game has other old-school elements but thats for another 
time.
Both games 
are, in my view, a breath of fresh air, or rather old air that has a familiar 
and well-loved odour. I am really enjoying playing 5e as I believe it gets back 
to what these sorts of games should be about.
