"Why do you insist on saying that you play D&D when the evidence clearly shows that D&D is about bizarre stadium shows and infantile, nonsensical rules?"
I gave a straight answer that can be seen on the link, and no fault assigned to Maximillian, though the query is plainly evidence of looking at the world a certain way. The question is odd given that the name of the blog is "The Tao of D&D," and has now been in existence for 17 years.
This means that readers who were 18 when I first launched into this project, perhaps still in high school, are now 35, at a point where they've probably stopped playing, have had time to advance their incomes, have families and come to a recognition that career and home are ultimately more important than friends and acquaintances — a comprehension of such staggering proportions that it often takes people an entire decade, usually from the age of 30 to 40, to grapple with it.
If means that those who were 35 when I launched this, with infants and toddlers, are now 52, with adult children who have graduated and are themselves entering college, while managing the empty nest and free time is their largest personal concern. 52 is old enough to "feel old," and question the relevance of an RPG, even if when they were in their thirties it felt like something they'd never quit doing.
Those who were 52 are now 69, seriously wrestling with medical issues — if not their own, then certainly those of their partners and parents, realising that a lot of the things they might have wanted to do, but never did, are falling into the categories of "too late" or impractical.
In other words, I've been at this a long time now. I began at 43 and am now just a few weeks shy of 61. This blog launched a month before 4th edition officially came out, that was going to change D&D for the better. When I picked the moniker "D&D" it was still that, still exactly what it had been for decades, the time frame being even before the invention of OSR, which was a backlash to 4th edition. And my game, apart from various house rules introduced, and manners of setting building, remains what it was in the 1980s, when no one would have questioned it's D&Dishness.
No one reading anything here could seriously question what I mean by that acronym. And anyone in the real world — whom I do not hesitate to tell, it's even on my CV — doesn't know one game from another. True enough, everyone I meet who actually plays is a fucking dweeb, unquestionably... which is to say, they know next to nothing, even about the version of the game they actually play, and are unable to talk about the game except in a foolishly generalised manner... which, in fact, would describe my meetings with D&D players just as well in 1989. The game has always been innundated with gushing morons.
Thus, while it might be supposed that I cling to the name because I'm old, and I find it hard to change, or that I'm clinging to the glow of something that's now gone, I assure the reader that I'm not. The fundamental concept of what I play and the present-day "infantilism" is unchanged. There's a "DM" and there are players. Everything else is just window dressing.
I've felt this way since 1980. When Rolemaster and Tunnels and Trolls emerged, along with a host of others, they were still just "D&D" to me. Different name, different rules, it was easiest to assign the "new label" to the version of D&D, but it was still the DM-player model. Change the genre and made it space opera, dystopia, spy thriller or the old west, the real model remains unchanged. Information is given to players, the players respond, the information giver updates the information, wash, rinse, repeat. It's all the same thing.
I would argue that "dungeons and dragons" was a sad, poorly considered, irredeemable name for the process. It doesn't describe the process, it doesn't even really describe the game itself... and while dungeons are very common as settings, dragons aren't. They have no place in the setting's fundamental heirarchy, they provide none of the required equipment an adventurer buys, they're not relevant to the list of magic items, skills or spells a character employs, they don't contribute to the combat model and they're not actually needed in any way as a part of game play. And of course, the word does not describe any of the makers. It's sole relevance to game play is that the name was adopted by an important early publication, which then felt it necessary to keep inserting dragon-based articles that, ultimately, never really advanced game play. When Emil Jellinek named the car he made after his daughter, his own name evaporated from history; Ford did not make that error. He knew what to call his car, which is why we know his name and what it stands for.
So the name was flashy and thematic, but ultimately misleading. But that has been the feature of this game from the beginning, and it continues today. Daggerheart is just as obscure, just as non-descriptive a name as can be put on a tin, while the recently released Draw Steel is likewise equally unfortunate. These names sound "dramatic"... but ultimately, they just disappear into an ever-growing pile of hundreds of other games a year that have accumulated for decades now. Naming things is not the gift of this community. Ten years from now, if anyone still plays these games, they will experience the same temporal inconsistency that Maximillian now consigns to my use of D&D. Which, in fact, doesn't matter, in light of the fact that people don't relate the word "monopoly" in its real meaning to the game, while no one would ever mistake the Game of Life for actual life. Because, in fact, words for products don't really mean anything. Most, for example, don't know the car was named after Jellinek's daughter. That detail is lost to all but a few afficianados, and girls who happen to also have that name, who have frustratingly looked up the coincidence.
So, here's the destination. What am I going to call it? The world calls it "this." I didn't choose it, and when I first started using it, considering the value or import of the name was not part of my attention. It is now, because the present fetish of the defanged internet is to play the game, "Let's redefine everything." Let's not actually talk about, let's not actually prescribe anything, let's just quibble pointlessly over nitpicky language until we're all sick of the subject.
Which is why I've never been popular. I don't want to write a post on "Ten Reasons D&D Should have been Called Something Else" or "Ten Better Names for D&D"... consisting of a lot of petulant self-importance regarding why this name is better or why I don't want to, in excruciating detail, provide specific quotes from Arneson, Gygax and Mentzer on why they did or did not like the name. I want to write a blog that actually talks about, you know, the game. The setting, the things required to play it, the structure of a setting and why your game actually sucks, not for reasons to do with cosmetic choices about music playing in the background and costuming, but because you don't know what "rules" are or how they work.
This is like medicine that works, but which most readers find really hard to swallow. So hard, in fact, that they'll say anything or do anything to avoid getting cured, just so they don't have that taste in their mouth. I'm dead certain that most anti-vaxxers just don't like needles, and thus can't bear the idea that they'd have to sit and endure one, even if it takes all of one second of real pain and two minutes of ache. People just don't want to be discomfited, even for the briefest of moments, and will build whole realities for themselves to avoid it.
Those who, right now, are quitting the game "because it's gotten really stupid," simply baffle me. The original books still exist. Every version still exists. People are still writing and making videos about old D&D. Where's the compulsion for anyone to even acknowledge "official" D&D? I mean, who gives a shit, and why do they? Just because a company says "D&D is this now," is that any reason for me personally to accept their word on that, or feel some requirement to obey, or in anyway suppose that my players or my readers would give a rat fuck? Nothing has changed. Nothing. D&D is not "bizarre stadium shows." That's just an invention for rubes, that happens to be using D&D because the market for "how to grow a business by telling stories" and "make money through the internet" has been innundated with tens of thousands of other charlatans.
I know how the thread of "We must listen to loud voices who tell us how to think and live" stretched from the 1970s to the present. I can describe it in book-scale dimensions better than most youtube creators, mostly because I was there and am not getting the information out of a single old magazine apparently found at a used bookstore. I can tell that story with nuance and detail and cause-and-effect, how this led to that, why people heard and embraced, where fear played it's part and what happened when each step along the highway was taken. But it's all a waste of time, because people are not mechanical machines that function rationally or predictably. They're largely just frustrated messes of unpleasant events they never did reconcile in their heads, searching for something they hope exists without reflection on what the consequences of that might be.
That is why its possible for me to be respected for what I write, and be believed, and even be accounted an "expert," so that those who disagree with me feel compelled to add, "with all due respect"... but still have that advice ignored, discounted, cast aside and not applied, because it would be too difficult, or because explaining it to others would impose either a sense of inadequacy or shame upon the reader. YOU, dear reader, may agree with me... but explaining ME to your players, in such a manner that they'd believe you, given that some of them would bristle and disagree with me if they read my words directly, is a bench at a distance on a road that can't be walked. Thus you listen, nod, go away feeling thoughtful and a little restored, or you go away thinking, "Hm, there are a few points there I agree with," but that's all you do. You don't apply it, because you can't see how, or because the how you can see is just too much work.
That's not your fault. And it's not mine. It's simply easier to chase the company, supposing they'll have a spoonful of sugar that makes whatever medicine their offering go down. For a young person, that always seems best. For someone in their 20s, who grew up as a kid on Critical Role, Daggerheart sounds like the best medicine. It sounds like something that's going to really change the world, that it's going to shatter the old model and represent the new. It's super-sugarcoated and for that reason it is spectacularly easy to get down.
But... I'm too old a bunny to fall for this. It's not my first experience. Even 4e, at the start of this blog, long, long in the past, was way past it's best-before date for this bunny. So I'm not swallowing it. I'm not swallowing that D&D has been in any way changed, altered, adjusted, shifted or redefined by a company that is wallowing in debt, proxy fights and desperate attempts to keep itself alive by making Magic the Gathering cards with Sonic the Hedgehog. Once upon a time, that would have been enough to make everyone abandon this company in a weekend. But disappointments in this fair world have become so commonplace that this almost feels like "a good idea." Like any frog slowly boiling to death in water, Sonic seems... right. Perfectly on brand. Rational. Not in any way evidence of a company that's had it's day and now needs the good folks from the "Endswell Old Folks Clinic" to come around with their fancy constraining jackets.
All of you who can find the time to give a shit, I wish you well. You'll reach the age of 61 someday, and maybe then you'll get it.
But... judging by the others around me who are my age and older... no, probably not.