A bit much to answer all your questions,
I asked only one question:
"Out of curiosity, seeing as you were there, can you think of any written references from 1974 or 1975 to rolling under an ability score as a common method of resolution?"
...the rules were pretty vague (if you've ever taken a look at them, you could realize that).
I referenced them and cited a page number when I pointed out that Reaction Rolls existed. I've played more sessions with them than I can count, at this point.
I have no idea that it ever referred to rolling under your ability scores as a type of resolution in the rules (so, you stating it was in 1981 rules is actually news to me, it may be but it's probably something I glossed over or forgot about). If it was in later rules, it was probably because it was already a common type of resolution already
Yeah, when Snarf and I and others had that earlier discussion I mentioned, I
contended that if it was being included as a suggestion in the D&D rules in 1981, it must have been in use earlier, at least by some people. But I haven't done a deep dive into Alarums & Excursions or other old 70s zines yet to find it mentioned. Part of why I asked you, in case you know where your group(s) got it.
I wouldn't be surprised if rolling under ability scores was a relatively common house rule earlier, but just contrasting the way it's talked about in Gygax's 1978 Dig spell description vs in Moldvay's 1981 DM advice section, the way it's talked about sure changes. In the 1978 instance it really seems like a fairly esoteric, odd procedure. The wording is awkward, implying the writer hasn't quite fully wrapped their head around it. In 1981 it's a suggestion but Moldvay sounds like it's a pretty routine concept he's giving experienced advice on. By 1989 Ability Checks are a routine rules concept included in the AD&D PH's Glossary alongside stuff like Saving Throws.
As I said, the two main ways were roleplaying it out or rolling under ability scores. That's just how it was. You can choose to decide that you want to plug your ears, but that's what was going on. I have no idea that it ever referred to rolling under your ability scores as a type of resolution in the rules (so, you stating it was in 1981 rules is actually news to me, it may be but it's probably something I glossed over or forgot about). If it was in later rules, it was probably because it was already a common type of resolution already.
However, the roleplaying I'm talking about was actually extremely common for anything out of combat (and for some groups, combat as well. The first group I ever played D&D with didn't even use dice for combat, it was completely DM fiat). You can see it in articles about Dave's orginal table, you can see it if there are any videos of Gary's old gaming table. This idea that roleplaying it out was something modern is ridiculous. The reason they probably didn't include a lot of the out of combat resolution ideas was because it was accepted that this was just how they played and everyone else would play (which actually pertained to a lot of what was or was not in the original rules. Things that were accepted as just simply...logical...on how one would play something wasn't even thought of to write it out in some ways...though obviously it was not so logical or obvious to everyone, and certainly not to many).
By "roleplaying it out" I presume you mean just describing what you did, and then the referee making a judgement call about whether it would work. Maybe adding a die roll if he felt like it was chancy. Pretty sure we all already know that. I don't think anyone thinks it's modern, either. The idea of the referee just resolving stuff based on judgement goes back to "Free" Kriegspiel wargames from the 19th century, and there's a modern offshoot from the OSR called FKR, the Free Kriegspiel Revolution, which is all about trying this form of play with minimal to no rules.
It was your prior assertions that the RULES as "written" and "originally intended" were that thieves "ALWAYS succeed with their abilities unless opposed" that folks are questioning, because the 1974 rules don't say anything of the kind. Nor do they imply it. They don't talk about thief abilities at all, leaving it among the many possible character actions left up to the DM to figure out some protocol for.
I'm not sure the reason they didn't include a lot of out of combat resolution ideas was because they assumed they weren't needed. Maybe an equally likely possibility is that they just hadn't come up with many yet (although they did have some, like Reaction Rolls and Loyalty Checks), and presumed people would come up with their own which made sense to them. Which started immediately in other games which followed, with stuff like Tunnels & Trolls introducing Saving Rolls to flexibly resolve all kinds of non-combat actions. Traveller didn't show up until 1977, but it's another prominent one with skill rules front & center.
It's hard to explain how it was back then. DM fiat was actually a majority of the game. The DM would be the one to decide things. However, there were those who had task resolutions by rolling under ability scores as well. A combination of those would not be odd either. (Edit: and I just want to add, because of this form of explaining what you do, the game itself was a lot more free in what people chose to do in many instances. It's one of those things i just can't really explain, but it was a lot more free. People literally could choose to do anything or be anything if they wanted, without as many constraints as you see in rpg's today. I'm sure there are tables which may still do this, but I haven't seen them myself in a very long time. It was like...there are rules...but at the same time...there is a lot of freedom and you do what you really want to try to do).
The more modern day type of Roleplaying I think came about because people didn't like that style of play. How does one roleplay a charismatic character? How does one roleplay sneaking around while swimming in a pool? How does one...etc...etc...etc. People didn't want to talk about what they were doing and explain it, they'd rather just roll (from what I can tell). Originally, I think Gary was actually sort of opposed to the Thief, and he was the one I think that added the percentiles to it. However, that didn't really change the style of what was going on or how things were played overall.
That all started to change though as people started wanting something more specific, rules that were more organized and rules that could be used at tournaments (which require a more standard numbers approach than a talking approach). The origiinal game was sort of like two games when it was first played. It was very much a wargame in which you had individual characters, but it was also a very narrative game outside of the areas defined by a wargamer's approach.
Yeah, I know DM fiat was a big percentage of the game. It's evident from reading, running, and playing with the original rules that the DM has to patch and invent lots of stuff. That's why so many people over the years have described OD&D as more of a toolkit for making a game rather than a full game in and of itself.
The philosophical debate you're describing here about people wanting stuff more defined, or wanting mechanics, started in the 1970s, as we can see in zines and magazine articles, and as Jon Peterson describes and documents in
The Elusive Shift. It's not really modern, though it's still ongoing.
We all know about Gary trying to standardize methods of play for D&D tournaments with AD&D, because people always asked him so many questions, and because tournaments at conventions were an important source of cash for mid-70s TSR.
PS: I should add much of this is anecdotal...or from my personal experience. I did not have access to things such as ENworld, there were no massive studies done, all my experiences were from what I saw was happening on the gaming scene and other locations as a teen (not a full adult yet, even). Granted, the bunch playing D&D was a lot fewer and a much smaller group back then, but I obviously didn't see everyone who played the game. I saw enough around the Indiana, the midwest, and later the UK (more around the 80s era for that, and it was more akin to how you'd expect 80s D&D to be played at that point) to appropriate the common ways many were playing in those areas...but I will grant that they could have been playing some other way in California, or Utah, or out West, or in Canada...etc.).
I appreciate you acknowledging the anecdotal aspect here.