Going back to an earlier point about "Why B/X was adopted as the lingua franca of OSR, I also add that it likely also served as a greater point of contrast for the OSR crowd when it comes to "what's wrong with modern D&D?" At the time that OSR was getting started, the two big systems out there were 3e D&D (and later PF1) and 4e D&D. IMHO, B/X would serve as a better counterpoint offering to either of these games than either 1e or 2e D&D would. This is not to mention "Red Box Nostalgia."
Probably; OSE has more pages in part due to adding white space and using "control panel" layouts aiming for maximum clarity as a reference work. Moldvay Basic also includes tutorial information, examples of play, etc. I do think you're probably right that a better editor could trim Moldvay Basic down and organize it better without really losing anything, though.
Saying that it isn't for the same reason seems a bit argumentative, though. You could probably put a modern Moldvay Basic together in, say 32 pages, making it clean and concise as easily understood.
FWIW, OSE Basic is pretty short. It's a little over 50 pages.
However, OSE's B/X Essentials is deceptively long. B/X Essentials is composed of four booklets: (1) B/X Essentials Core Rules, 34 pages; (2) B/X Essentials Classes and Equipment, 44 pages; B/X Essentials Cleric and Magic User Spells, 34 pages; (4) B/X Essentials Adventures and Treasures, 47 pages.
You may be able to shave pages from that count due to reprinted material (e.g., OGL, credits, etc.) and layout, but you are still looking at roughly 140 pages for OSE's B/X Essentials.
B/X Advanced, which converts 1e D&D to B/X, is naturally longer still.
I would also add that 5e D&D is an intentionally verbose game. People complained that 4e D&D was like reading a technical game book, and so 5e D&D was written in a way for people who like to read D&D books for the sake of it. It's not written in a concise manner. There is a lot of filler writing and inefficient layout. Rules are buried and hidden in walls of text and horribly indexed. How "light" would the rules of 5e look if Gavin Norman was doing the layout and editing?
Sure, but a fair point was raised earlier that while B/X may be lighter than 5E, 5E is lighter where dungeon-crawling rules in particular are concerned, because it basically has none. The counter was raised that by having actual structured rules and procedures for this style of play, ie: by being rules heavier for this use-case, B/X provides a better dungeon crawl experience.
If I understand your counterargument correctly, you'd say that while that's true, the fact that the COMBAT rules are simpler and quicker means that B/X and Shadowdark are supporting the dungeon crawl better by putting more focus on exploration, and less rules weight/depth into other stuff like combat. Yes?
Interestingly, what some people in this thread have mentioned is that what makes dungeon-crawling a "slog" for them
isn't the combat; instead, it's the dungeon play procedures and book-keeping.
Personally, I don't particularly care if combat is more complicated or slower. I want it to enhance the intended play experience. I hope that combat is fun. Combat isn't what really makes or breaks a dungeon exploration game for me. It's the dungeon exploration rules that do as that's presumably why I am interested in playing a particular dungeon-crawling game.
Character levels: 1- 3.
Of course, you have to add the Expert rules to advance further, which doubles the rule size. Then you get Companion, Master and Immortal rules. By the time you get to the Rules Cyclopedia (which covers most of BECM rules and a little of I) you have a nearly 300 page tome, including additional classes, weapon mastery, skills, dominion rules, wilderness exploration and 36 levels of play.
It's not 5e dense, but that's not exactly light unless you only play the first three levels on repeat.
Your post elaborates better on my earlier point that I made in my post:
Generally what happens when those dungeon-crawl games start expanding their scope outside of the dungeon, however, is that the rules also get heavier and crunchier, often bolting on additional sub-systems. However, the dungeoneering rules stay the same.