BrassDragon
Adventurer
To me, the key components of what is now called OSR are 'rulings over rules' and 'the answer is not on your character sheet'.... two things 5E can still accommodate but doesn't usually encourage.
In my games, that means if you rely on the rules to solve a situation, I will not pull punches, fudge rolls or assume your character is always heroic and capable. Then the story unfolds according to the dice and cold probability. And yes, with old school, swingy, rules-light systems with no safety nets / delayed character deaths, that means characters can die more easily than in D&D 5E. Whatever the system, if you rely on the dice to tell the story of your character, I will follow where dice lead us.
But if you improvise, come up with interesting solutions, combine magical abilities in unexpected ways, come at a monster with out-of-the-box diplomacy, or trap it without a fight, I will bend over backwards to make that work or incorporate as much of your idea as possible into the unfolding saga. If you rely on imagination to tell the story of your character, I will follow where your ideas lead us.
I tell players this upfront but it usually becomes obvious after a few sessions. As far as I'm concerned, the DM is not the sole arbiter of the game's difficulty and deadliness... players are free to take risks or go the extra mile to avoid or mitigate them.
In my games, that means if you rely on the rules to solve a situation, I will not pull punches, fudge rolls or assume your character is always heroic and capable. Then the story unfolds according to the dice and cold probability. And yes, with old school, swingy, rules-light systems with no safety nets / delayed character deaths, that means characters can die more easily than in D&D 5E. Whatever the system, if you rely on the dice to tell the story of your character, I will follow where dice lead us.
But if you improvise, come up with interesting solutions, combine magical abilities in unexpected ways, come at a monster with out-of-the-box diplomacy, or trap it without a fight, I will bend over backwards to make that work or incorporate as much of your idea as possible into the unfolding saga. If you rely on imagination to tell the story of your character, I will follow where your ideas lead us.
I tell players this upfront but it usually becomes obvious after a few sessions. As far as I'm concerned, the DM is not the sole arbiter of the game's difficulty and deadliness... players are free to take risks or go the extra mile to avoid or mitigate them.