rabindranath72
Explorer
I don't know if it's a generational thing (I am 52 now, started with the Red Box), or the way the presentation of the game itself fostered this attitude, but I always found it paradoxically difficult to "sell" the toybox nature of 3.0 to 3e players themselves.It's this fundamental attitude toward what the rules are for that I miss most, and I think is basically gone from modern TTRPGs. It was just expected that you'd want the rules to model whatever idea you had in your head about the setting and situation worked, and if you wanted something to be different, your first step was to go and design for it, or find someone else who'd designed for it. It was a self-perpetuating loop as well, in that you'd see someone had done some cool rules for advanced throwing weapons, and then you'd try to figure out where atlatls could fit into a campaign. It happened on both sides of the table too, in that a lot of player side engagement with the rules was spinning out cool ways they interacted. That was actually the positive side of RAW extrapolation, where you'd have both white room theorizing, and you'd just explore what happened when various bits of the rules worked together, and more practical stuff, like, "hey, adamantine ignores hardness, so we can use this dagger to tunnel through this wall, given enough time!"
There was a certain toy-etic nature to rules in that period that you still see echoes of in 5e, but is largely gone now. You were finding blocks and putting them together in new and interesting ways all the time. Homebrew has obviously not gone anywhere, but it no longer is tied to setting rules for how the game and world work as a norm. You've got DMs making moment by moment, "what does this check do?" decisions, which are tied to immediate, specific situations at the table, and not as an activity separate from play, to create the environment play would then happen inside of.
It's all still doable, but mostly I just miss the norms. If you wanted your setting to be some way, you started with "what rules will I be using, and how will I change them to more directly represent this," or you found some interesting mechanics/interactions that you liked, and started working out what kind of setting they produced. That connection was taken as given.
When I set the ground for the use of variants in the DMG (e.g. training to advance, use of power components to control the creation of magic items, low magic assumptions, limit race/class combinations, no prestige classes; just to name the most common) the reaction was most of the time of surprise and disconcert (if not outright rejection!), despite the fact that the variant rules are clearly part of the game by definition (they are in the DMG).