So, after dilligently reading each thread that bashed D&D 4th edition for failing at math, I realized that the reason we're even having this discussion in the first place is because it's not the 70s.
Back in the 70s and prior, American fantasy fiction had balls. It was visceral, it was surreal to the point where it could appear to be drug inspired, and there was lots of artistic and literary creativity making some truly roundhouse-to-the-balls stories. Fantasy hadn't lost touch entirely with medieval legend and as a genre it was more fresh and new than today.
For example, Clark Ashton Smith told stories that were very much composites of old Beowulf-style storytelling, and Lovecraftian horror which were rooted in a cultural setting of medieval Europe. And guess what? He directly inspired one of the most kickass D&D modules ever, Castle Amber. That's right, they had permission and actually let the player characters run through a few of his stories: http://www.eldritchdark.com/writings/short...sus-of-ylourgne , and http://www.eldritchdark.com/writings/short...st-of-averoigne among others.
In the D&D 1st edition rulebook Gygax occasionally mentions Conan, who of course was created by Robert E. Howard back in the 30s. Again, Howard's storytelling has an emotional power and a dynamism I really don't feel that I get from contemporary fantasy fiction. I believe that Howard himself was emotionally driven to a tremendous degree, as evidenced by the fact he committed suicide. Likewise Conan is described of being a man "of great mirth and great melancholy", and in the first draft of "The Pheonix On The Sword" Conan actually experiences depression in the privacy of his room for a short while before self-medicating with some wine, so I feel that the character of Conan has got a great deal of very powerful personal emotion of the author invested in him. The Conan stories are by and large about the purity and physicality of rural life versus the decadence and small minded pettiness of urban life. They're about the frontier versus civilization, and how civilization must inevitably collapse due to internal decay. I grew up in New York City, but right now I'm living in Nevada, where in many ways life is indeed much more physical, and I believe that I am beginning to understand the emotions that Howard, a Texan, felt about rural versus urban living. Howard's writing was visceral, and it communicated the emotional intensity of the author better than any other writing I've read.
Even Tolkein, whom just about everyone, and not just hardcore fantasy enthusiasts, has read today was based on older styles of mythic storytelling, and tapped Tolkein's experiences in the first world war. Tolkein describes the fallibility of human nature, the impacts of industrialization and pollution, and modeled the hobbits after the brave but humble English soldiers he had interacted with during the war. It's hard to imagine a more powerful impetus for vivid, powerful storytelling than experiences in world war I.
But nowadays, "fantasy" fiction is a shadow of its former self. In many cases, the setting is not really based on medieval Europe (like Ashton Clark Smith's writing) but is instead based on some weird composite where people run around in medieval clothing with swords but are all holding contemporary American social values. It's like reading about swords and elves cavorting about an Ohio Renfaire. The characters don't have the emotional intensity of Conan. Instead today we're being pelted with all this "character driven" crap, which basically means that most characters are fairly likeable, that they all more or less conform to contemporary American values, and that much of the story is driven by these characters' emotional and personal needs and wants. It's completely different than the old-fashioned storytelling of Beowulf, where Beowulf doesn't really have a personality but rather represents a social ideal of strength or vitality. It's completely different than Howard's Conan, who represents the pure and virile rural man. We're stuck back in the Ohio Renfaire, basically, with likeable Americans prancing around in armor and tights and making very contemporary banter. I remember back when I was in 5th grade I read a few contemporary fantasy novels from the school library. One of them was an Anne McAffery novel, and I forgot who authored the other. Looking back on it I realize that if I had to describe the stories I'd call them "mellow, character driven, and very contemporary", and that they're just night and day different from Ashton Clark Smith, Thomas Mallory, Robert E. Howard, or whomever, basically in that the contemporary writing might as well be happening in a modern day RenFaire.
Now that I think about it, this is exactly the difference between the best RPG ever (1st edition D&D, including Oriental Adventures), which was more Ashton Clark Smith style, and all the RPGs that have come out since where they talk about "storytelling" and "character" and all this sort of thing. Even the idea of "character development" is very much a contemporary Western concept. It did not really exist in older styles of storytelling which tended to have static characters, such as Beowulf. The whole idea of "character development" suggests an emphasis on or an importance of individuals who are set apart from society as a whole and who grow and change according to their own beliefs and values, so it is not surprising that people in medieval times might not have thought about stories in that way, or even that in places such as Asia "character development" in stories was not as important as in the west. In your early editions of D&D, each character would be a particular class, that would define the character's abilities and hitpoints and possible alignments over the course of a career. The caracter first and foremost was his job. He was either the ultimate warrior, the ultimate magic user, the ultimate cleric, and so forth. I remember Gygax even wrote in one of the rulebooks that you should think of a character class as a sort of cliche or sterotype (or maybe that was the Rules Cyclopedia). In later editions you see things like multi-classing, where characters are spreading their abilities out and becoming more multifacted individuals. I see this as a slide away from the violence and absolutism of traditional mythic storytelling and into the Ohio Renfaire.
This slide can also be illustrated by RPG attitudes towards character death. In the old stories of the world, lots of illustrious heroes died. The Odyssey is filled with heroes, even supposedly invulnerable ones like Achilles, dying. In Japanese folk tales and samurai legends the hero typically dies at the end of the story while at the same time exhibiting socially ideal behavior; for example, Chobei basically walked into a trap he saw coming and died valiantly so as to exhibit perfect courtesy and courage. King Arthur died, Robin Hood died, Beowulf died, and that's part of their heroic stature. And indeed back in the days of 1st ed D&D it was really easy to die. Fail a saving throw vs. poison, and die. Run into a monster who is a few levels beefier than you, and die. Touch the wrong glowing panel of glass in the dungeon and die. But nowadays RPG rules are going on and on about how to avoid character death. There's rules for going unconscious, discouragement of "zap you're dead" traps, advice that player characters should be captured rather than killed, and they've even decided to go ahead and make Energy Drain easily reversible. Again, that's an emphasis on character development rather than on the mightiness of emotions or ideals. We're not sitting around a campfire in the year 1100, but we're sitting around a campfire in a Renfaire.
I really liked Gygax's "The Slayer's Guide To The Undead". Why? Because Gygax put the malodorous, squishy, and decaying testicles back onto undead monsters. He filled that book with truly terrifying monsters who could do very bad things to your character just by making eye contact. He filled it with Lovecraftian villians where within a certain radius you needed to make a heavily penalized saving throw each combat round or else TURN INTO A GHOUL. In a world of second chances and character development, Gygax put some visceral, hardcore, old fashioned hurt back into the game. Gygax put us back into a night lit only by fire where we huddled afraid of the shadows around us.
So, I essentially blame American fiction from the last 20 years or so for crapping up our RPGs. Do you want to play Golgo 13? You're a munchkin. Do you want to be Conan? How unworthy. Do you want to be a bisexual sensitive vampire with a trenchcoat, fedora, and dual katanas? That's acceptable, and at the same time you can't die because we have to come up with some wonderful collaborative story so that our vampire can re evaluate his tormented past with dark secrets.
I feel like I'm bored with sensitive elves, with simultaneously depressive but empowered dragon-riding women, with jocular American midwesterners in plate mail, and emotionally vulnerable vampires. I don't really want to sit around for several hours listening to them working out their issues while they sit around a campfire and sip hot chocolate with marshmallows. I'd rather play a man from the year of 1100 who ventures into the darkness, away from the protective circle of the town and the fire, with his sword and his lantern, and with his medieval mindset of fear combined with adrenal ferocity. I'd rather that his survival is statistically unlikely, rather than assured, because then when things go bump in the night I know they are truly to be feared, and at the same time should he find a gleaming treasure among the shadows and live to tell the tale, the prize will be sweetened by the statistical unlikelihood of his having escaped. Frankly speaking the character driven stuff is a big cliche now, compared to the older styles of storytelling.