It's an off-week for the group but we still decided to try to get a game in, not the least of reasons being that next week's regular game night is a bust. Since it was an off week and two of our regulars couldn't make it, we decided to try out the latest edition of Dungeons & Dragons for a brief one-shot. I also invited two new people who had expressed an interest in playing: Tony and his daughter. Tony had played D&D years before but hadn't been able to find a group, and he especially wanted to introduce his daughter to gaming. I'm a big supporter in getting new people into the hobby, so I was happy to help out.
I can see why the OSR grognards like Fifth Edition. It has a lot of early edition elements to it--low hit points, limited healing, no more "just make an Arcana check" stuff--while at the same time having some "modern" game aspects, including ascending Armor Class. We used miniatures because I find it helpful with a big group to understand what is going on, but my players (used for 4E) were asking about flanking, etc. which isn't in the rules anymore. Everyone like the Advantage/Disadvantage rule as an easy way to reflect situational modifiers.
The problem? I'm already running Firefly, and that group is already too big for that system, IMHO. D&D handles a larger group better (because of the PC role differentiation) but nine is way too many even for it. I'm back to my considering an open-world two-group model for gaming again, or as I call it Mi Gran Sueno.