Sacrosanct
Legend
I have a lot of respect for both those guys. I watch all of Ben's videos, Finch's Swords & Wizardry is my go-to OSR game.
But a new gamer doesn't need someone to tell them how the game should be played. Looking at a character sheet where a fighter has on average 4-5 hp, +1 to hit, etc., you just know that you're not going to last long against a kobold or goblin that has basically the same stats as you do. Put in a group of them that is roughly the same number as the party, and that front line is going to drop. One hit, more than likely, is going to permanently end the adventure for a character.
And what happens when you end the adventure for a character or two, especially your frontline? That ends the adventure, at least until you return to town, make up new characters, then return to the dungeon. Just like that - you've wasted probably an hour of game time. And that's not fun for most players.
And yet, that didn't really happen as we were all learning to play in the late 70s/early 80s. There were some PC deaths, sure, but not nearly as bad as you're making it out to be.
Seriously, how did you think we all played back then? With a stack of replacement PCs because half of them died after every combat encounter? Man, 40 years later, and I'd still like to see what that 3rd cave in KotBL was about, because 40 years of PCs always died before then...
Nah, we did alright. It wasn't nearly as bad as you (and others) are making it out to be.
What else isn't fun? Trying to avoid that fight with the kobolds by sneaking past (if it's even possible - but it's statistically unlikely RAW). And then you get into a room with giant rats that you have to sneak past or distract with some cheese. And then you get into a room with skeletons that you can make run away with a turn undead (if you're lucky). And then you get into another room with kobolds that you have to sneak past. Repeat, ad nauseum.
Don't misunderstand me. I do love TSR-era D&D and OSR games. I just think they are presented in the worst possible light. The rules are bad. The fans of the games (and I'm on Discord channels for these companies) all know that the rules aren't great - they rely almost totally on the judgement of the GM or referee. Any OSR fan will tell you that it's down to the judgement.
So what OSR needs is a book that cuts through the crap, presents the game as a GM should run it, not just "please ignore these rules and run a game that's fun" (which is the mantra of most of the systems).
Ah....you're ignoring a huge part of the OSR: rulings over rules. Your comment reads like everything depends on failed checks. In the OSR, you don't roll a check for everything. That's a big selling point of the OSR. You described what you did, and if it was cool, or creative, or whatever, you succeeded. Pretty often. more often than if you had to make a check with an unforgiving dice roll.
Edit and it's not just sneaking past. It's luring them into traps you've set up. It's pitting one clan against another (ToEE was literally built and designed just for this, and it's as old school as it gets). And a million other possibilities. The key is that the player's had control to decide, and it wasn't based on needing to have a power or spell prepared to do it for you.
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