I've been thinking recently about the sea-change in pen and paper attitudes that marks the difference between the old, hard, "realistic" games from the 70s and the newer, shinier, "fun" games from the now. Since the OSR blogosphere is abuzz with additions to, discoveries in, and reviews of things from Appendix N, my thoughts recently turned to what exactly is going on here in the pen and paper world. Games have certainly changed, and they have changed because the people who play them have changed. Gygax was 36 when he and Arneson released the first edition of Dungeons and Dragons (or so my rapid and poor calculation skills tell me). He certainly wasn't in high school, and he already had a lifelong dedication to wargaming.
But that's not the big difference. The difference between games of today and games of yesteryear are their Appendix N. What sources do they draw on? What the are they trying to be, trying to emulate? What's the feel that inspired them? It's different now than it used to be, in large part because the intended audience of D&D keeps getting younger. Like a cigarette company, Hasboro wants to hook 'em young, hook 'em strong, and keep 'em stringing along. TSR had bad penetration into the very young demographics, probably because of the language of their books and the relatively strenuous weight placed on simulation.