I think that the intention was that magic is unpredictable and dangerous. It is a conception of magic that is as old as the idea of magic itself. Ordinary people avoided magic. Using magic was the prerogative of those who were bold and clever.
Did they get the implementation right? Not always, as some of the examples above show. Was it fun? Yes, it absolutely could be. I think that this is evidenced by the revival of OSR games which lean into the more traditional view of magic vs magic as a smart device with a straightforward UI and no surprises.
thotd
Absolutely. I'm one of those that enjoys dangerous and wild magic. Gimme spell checks, spell fumbles, and random effects tables and/or mutations from fumbled magic. I love that stuff.
I was more referring to some of the more tedious homework / busywork elements of the game. Encumbrance, rations & water (when not explicitly playing a survival-focused game), etc. So much of the "resource attrition" aspects of the early game are just so much bother with no bite. I get the argument that it creates the
potential for great scenes, when you run out of X bad things happen or when you have to decide to keep Y or Z, etc. I've made those arguments myself many times over the years.
But it's one of those things that exists as a
potential that is easily and quickly overcome by even slightly experienced players that effectively never comes up again. You catch them once or twice with "well, you didn't say you looked up" then suddenly they're always describing looking up. You catch them once or twice without rations, then they're stocking up on rations or bringing hirelings, porters, and pack mules. And yes, sure, you can then just attack the hirelings, porters, and pack mules... but it's all so tedious. Why devolve the game into Log Sheets & Logistics.
As much as I love OSR-style play, I really hate the logistics mini-game. Mostly because it never really matters. It's neither fun nor interesting. You're forced to do all this pointless busywork so the referee can't hit you in the paperwork... but when you forget and they do hit you, it never leads to interesting game play. It's just more tediousness and paperwork. "Um... yeah, I'm going to need you to go ahead and come in on Saturday to fill out those TPS reports" the RPG.
It's such a tiny window where this stuff actually matters, and one player who's played the style at all will be able to cover the group, so it basically never manifests. But you have to keep doing all the paperwork forever because it might matter, some day. Blech. Keep it.