You fail to take into consideration the context. What they were talking about was the further development of the D&D. They didn't know yet what people really wanted D&D to be(come) or how to direct or target the development of its gameplay.This is SO far from what the actual designers of D&D (and other early games) wrote about when they discussed design, and the comments by people who were there, that's it's pretty impossible to respond to in any cohesive fashion.
There was no game design or theory of game design in the earliest RPGs. As OG as said many times, "We made up some shit we thought was fun." If that shit turned out to be unbalanced, incoherent, contradictory, or fun only if you happened to know the mysterious secret fix everyone "knew" you were supposed to use, well, you were expected to be able to fix it yourself.
By the early 1980s, you started getting games which were actually designed, and people started consciously thinking in terms of "I want the game to play like X, so we should try doing Y in the rules to encourage it". D&D, riding pure inertia, didn't actually discover "design" until Third Edition. To quote myself: "D&D 3.0 was designed. Older editions were congealed."
Not sure if this is addressed to Medivh or me, but if it's me... actually seeing, and playing, the game in full context, as opposed to the snippets released in the run up and truly atrocious marketing campaign, positioning, and design diaries (can't remember if I ranted on them in this or another thread, sorry).I'd actually be interested in what drove you to change your views, too.
See, when I did random encounters, and rolled something silly-difficult, I'd give the players a heads up. They spot a burning caravan and the dying guards last word was "Dragon..." If they choose to hunt down the dragon, well that's their choice. If a person takes a random encounter as a must-fight-this-critter-now situation, then it would be unfun.I enjoyed random tables back in the day, and I think you COULD release a set of random encounter tables balanced to levels, but with some options much easier and some options much harder, without making it as completely random as it used to be.
D&D is a tabletop game. Its rules need to be practically manageable for gameplay.Yeah, not so much. Sorry.