They did, it was AD&D. That was the goal of Gygax, to bring about structure to the world to avoid the non-sensical aspect of play. Note he didn't say people were bad if they choose the D&D route (less structured rough draft of the game they first created), which left the rules and structure completely open to the GM and players. For instance, he described how D&D games would often allow for players to suddenly make up things as they played "calling down their god to aid them" or proclaiming some sudden magical means to avoid or aid them in a conflict.Faceless_Sentinel wrote: ↑ March 19th, 2024, 23:27
Someone, for God's sake, tell that even fairytales have rules and restrictions for story that they tell work and make sense.
AD&D was created for the crowds who had played the board and scenario based games which were statistical and relevant to a structure because they didn't care for the make-believe made up play that often came with the original release of D&D.
Over the years AD&D was the base game that excelled and became well known while D&D faded off into various sub groups of lesser circles of play. Most systems you see in the cRPG genre are based on directly or loosely to AD&D style and structure.
The problem is that over time, people who were not of the original type (ie the statistical/structure) began to play video games and they started to demand more loosely implemented systems, with less structure and adherence to a realism of play in the world. Games became about "fun" over what a game is, and this slowly changed the industries to where they are now (even having AD&D become more D&D again as a loose less structured system).
Now, if you try to explain the basis of why dwarfs can't be magic users, or why people can't swim in plate mail, or many other means of structure, they simply argue with the points of "cuz magic!" and like the original D&D players, see nothing wrong with conflicting systems and structure. After all, its a fantasy and about fun right? /sigh