Bedrockgames
Legend
Okay. This may be a case where I misunderstood what you meant by neutral and distant to the setting.
Just to respond to what you said, if I understand the post, I think you raise a valid point. I haven't done a survey of all OSR GMs so I don't know if the default leans more in the direction of neutrality or not. I definitely think lots of tables value a more neutral GM, but 1) I have seen other approaches even in OSR skilled play games, and 2) one potential downside that you do sometimes see to the type of play, which I myself often advocate, is the GM being invested in the world can lead to problems if they are unaware of their own attachments to things in it (I think this is an impulse all GMs have, but it is one that can be particularly strong in games where there is emphasis on the "GM's world"). That is why I keep saying being fair and impartial is a goal or ideal (not an achievable end state), and something you always have to keep striving for. When I am running these kinds of games for example, I am frequently checking myself in that respect. I can even give a perfect example from my session last night (at least it is almost perfect, since dice were involved and it would have been a bit hard for me to go agains them)
I am running a campaign where the players are all constables and their boss, Constable Bai, is a major, major character in my setting (he started out as a PC back in 2016-17, and became an NPC that I have used regularly in a particular region: he is kind of a roaming Sheriff who ignores lines of jurisdiction and a bit of a moron (the kind of person who is easily persuaded to arrest the obviously wrong man). I always liked this character when the player who ran him played him; and I try to do my best impression of him when I run the character. So I have a bias towards this NPC. In last night's session I was running a randomized murder mystery (I do these when I don't have time to prep much: I make tables determining who the victim of the murders will be, what clues might be at the scene of the crime, where the person was killed, etc). The victim table keyed to my master list of NPCs in this region of the setting (I liked the idea of a poisoner who was using sleeping poison to kill powerful characters). This list has something like 100 entries on it. The players had been investigating the killings (someone was murdering people and taking their body parts to basically make a flesh golem that would be the incarnation of their god: so a group of cultists). Just as they had found the main headquarters and destroyed the flesh golem the group was killing, the leader of the cult was out committing another murder. When I rolled on the table (and I had the players roll in order to keep me 100% honest) the result was Constable Bai. Not only did this feel a little improbably (because they had just been given orders to come to this city by Constable Bai himself and he was presumably still away from the city) but my biases were definitely rising up with that result. My honest impulse was to find a way to save the character (maybe there is still time to save him, maybe he can be resurrected through magic, etc). But when I noticed these impulses, I reminded myself to let the dice fall where they may and embrace the result. Where this became fun for me is it sent the campaign in a direction I wouldn't have gone (I wouldn't have thought to kill Constable Bai, probably wouldn't have wanted to), and now the Assistant Sheriff (who was a sort of slimy corrupt character) replaced Bai as the Sheriff (the 'constable' part of Constable Bai's name is simply retained because it sounds better than Sheriff Bai). Again this involved dice, so it was easier to keep my biases in check (though as GM I could have done any number of things to 'save' him). But I think those same kinds of impulses that I was feeling are things you need to be aware of in this style of game when you are deciding things (for example when players talk to an NPC and try to convince them of something, are you going direction A rather than B because that is where the words the PCs said to that NPC would lead that NPC to go, or is A really just where you want the adventure to go that night; and B would actually be the authentic response of the NPC).