EOTB
So ... slow work day? Every day?
Everything will be what it will be. For a time I was irked by both the Hickman effect in the 80s, and then again with the similar dynamic that happened to the OSR after the first non-clones started coming out. But I'm at peace with the overall dynamic because what drove both was product. The reason 1979 doesn't happen is because 1979 is glacially slow-cooked DIY. Not OSR DIY, which simply means "not using book widgets". But real, wide-bottomed, not-easily-packaged-for-sale DIY. The future goes to those who show up, and people who understand 1979 D&D are paradoxically the ones with the least amount of hobby time to create a flood of product as opposed to those who play D&D-as-module-episodes. 1979 D&D as a RPG school of thought has produced the least amount of product of all the schools of thought by a gulf of a margin.
There's a reason Gygax was perplexed when people wanted adventure modules for sale. The game as envisioned was like a big woven bolt of cloth. It's not easy to snippet that and really capture it; early mods were all qualified as "tourney adventures" for a reason.
There's a lot of stuff working against 1979 D&D ever becoming dominant in actual play hours clocked, but the fatal one is the change in culture. Wargaming and early D&D were born in a time when it was common to have a dominant hobby that took up a big chunk of your free rec time. Now that's atomized into keeping up with dozens of forms of entertainment, primarily the effort-free consumption of others' content. Gygax spent dozens of hours per week on his campaign, and flat-out says to expect that sort of time investment. By the time the 80s rolled around that culture was already dead for the cable TV generation.
There's a reason Gygax was perplexed when people wanted adventure modules for sale. The game as envisioned was like a big woven bolt of cloth. It's not easy to snippet that and really capture it; early mods were all qualified as "tourney adventures" for a reason.
There's a lot of stuff working against 1979 D&D ever becoming dominant in actual play hours clocked, but the fatal one is the change in culture. Wargaming and early D&D were born in a time when it was common to have a dominant hobby that took up a big chunk of your free rec time. Now that's atomized into keeping up with dozens of forms of entertainment, primarily the effort-free consumption of others' content. Gygax spent dozens of hours per week on his campaign, and flat-out says to expect that sort of time investment. By the time the 80s rolled around that culture was already dead for the cable TV generation.