RPG Evolution: Is the OSR Dead?

As kids who grew up with Dungeons & Dragons have gotten older, they've entered a new phase of gaming. These adult gamers now have enough influence as customers and game designers to return tabletop gaming to its roots. But if their efforts to bring back a past industry end up shaping the future of gaming, is it really Old School anymore?

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Picture courtesy of Pixabay.

The Four Year Cycle

To explain the popularity of the OSR, it's helpful to understand what changed about gamers: they grew up. In the early days of gaming, the time available to early role-players was much more limited, as Kenneth Hite explains:
Role-playing gamers traditionally enter the hobby around ages 12 or 13, before high school. They play until age 16 (dropping out with the availability of a car, and the concomitant expansion of available competing activities), re-enter the hobby in college (when mobility and choice are artificially constrained again) and drift out of it after graduation, marriage, childbirth, or other life changes. By this understanding, a typical gaming group lasts only four years at the most...
That cycle is no longer true. The "graduation, marriage, childbirth," etc. has its own duration, and once life settled in older gamers rediscovered the role-playing games they loved. Their limited time made them crave games they knew, the ones they grew up with. Mike Mearls, Senior Manager of Dungeons & Dragons Research and Design, outlined the dilemma facing today's gamers on a PAX East Panel:
I believe that's what's really happening to tabletop roleplaying, is that it used to be a hobby of not playing the game you want to play. And there are so many games now that you can play to fill all those hours of gaming, you can actually game now, and that what's happening is that RPGs needed that time, we, a GM or DM needed that time to create the adventure or create a campaign, a player needed that time to create a character, allocate skill ranks and come up with a background, and come up, you know, write out your three-page essay on who your character was before the campaign. That time is getting devoured, that time essentially I think is gone, that you could play stuff that lets you then eventually play a game or you can just play a game. And people are just playing games now.
This nostalgia fueled the creation of many imitators, some successful, some not -- and the brand owners of D&D had a sometimes contentious relationship with their fans, as well shall see.

Love D&D, but Don't LOVE D&D

Budding game designers have always tinkered with the games of the past. Throughout the 90s, a lot of energy went into improving Dungeons & Dragons without really breaking fully away from it. Ron Edwards called them "fantasy heartbreakers," which he described as:
...truly impressive in terms of the drive, commitment, and personal joy that's evident in both their existence and in their details - yet they are also teeth-grindingly frustrating, in that, like their counterparts from the late 70s, they represent but a single creative step from their source: old-style D&D. And unlike those other games, as such, they were doomed from the start.
One of the reasons "fantasy heartbreakers" existed was because there was no legal means for aspiring game designers to easily launch their own variants. Frank Mentzer, the father of the BECMI version of D&D, explained to me in an interview:
In the Bad Old Days, TSR filed a lot legal actions against fans who tried to publish things that, in the opinion of TSR's lawyers, infringed on their property. But in 2000, WotC created the "Open Game License" (OGL), which changed all that. If another company published an adventure for the D&D game and simply included that License (a one-page thing), they didn't get sued. Wizards didn't have to beat up their fans to appease the lawyers!
Eventually, the tide turned as gamers became less interested in improving on D&D and more in recapturing the elements of the game they enjoyed. They also had a back catalog of content they wanted to play again, so compatibility was paramount. The proliferation of older gamers and the Open Game License (OGL) primed the market for a gaming renaissance. What, exactly, that renaissance constitutes is open to interpretation.

What's OSR Anyway?

Shannon Appelcline defined the OSR in Designers & Dragons:
The OSR in OSRIC stands for “Old School Reference.” The grassroots movement that it generated also uses the abbreviation OSR, but with a different meaning: usually “Old School Renaissance,” but maybe “Old School Revival.” Some people also say that OSR can mean “Open Source Rules,” since that was the initial intent of OSRIC — though this idea has faded in recent years.
Mentzer defined OSR a little more broadly:
Whether the "R" in OSR is Renaissance, Revival, Resurgence, or something else, the "OSR" is simply a Re-appreciation of the simplicity of the original games.
Whatever the definition, the sheer number of OSR-style products in the early aughts meant it was more than a passing fad. Eventually, the OSR became so powerful that it began shaping how designers thought about game design, most specifically the latest incarnation of Dungeons & Dragons. Mentzer explained what changed when I interviewed him:
The evolution and changes in the D&D game have often increased what we designers call 'granularity' -- the level of detail at which you handle combat and other events. But when it's more granular, it takes more time to resolve all those details, and that means a slower game. This is neither right nor wrong, but is definitely a Style. If a player learns a 'newschool' game and is happy with it, great; I'm absolutely in favor of ANY game that we play face-to-face, in contrast to the online or computer game experience. If that player is then introduced to a less-granular game with faster play, he or she may incline toward it, and often that way points toward Old School.
The OGL would provide designers a means of expressing all of these play styles and more.

Enter the OGL

Ryan Dancey, VP at Wizards of the Coast (WOTC) leading Dungeons & Dragons at the time, launched the OGL with the intent of ensuring D&D would live on in perpetuity. Citing the Theory of Network Externalities, Dancey envisioned a license that would bolster sales of the main Dungeons & Dragons rule books by encouraging more players to play ANY role-playing game. Dancey called this the Skaff effect, named after game designer Skaff Elias:
All marketing and sales activity in a hobby gaming genre eventually contributes to the overall success of the market share leader in that genre.
Using the OGL, WOTC's efforts opened the way for game companies to take on the risky costs of creating adventures, while supporting the sales of the three core rule books that made up Dungeons & Dragons: the Player's Handbook, Dungeon Master's Guide, and Monster Manual. By opening the license to small developers, the gaming scene exploded, with more content than ever before. In addition to the sales benefits to WOTC, Dancey also hoped that the OGL would encourage innovation:
The other great effect of Open Gaming should be a rapid, constant improvement in the quality of the rules. With lots of people able to work on them in public, problems with math, with ease of use, of variance from standard forms, etc. should all be improved over time. The great thing about Open Gaming is that it is interactive -- someone figures out a way to make something work better, and everyone who uses that part of the rules is free to incorporate it into their products. Including us. So D&D as a game should benefit from the shared development of all the people who work on the Open Gaming derivative of D&D.
This allowed some interesting divergent paths for fantasy role-playing, but perhaps not in the way Dancey expected. Chad Perrin explains:
The result was growing troubles in the implicit partnership between WotC and the publishers that produced competing works. In an effort to differentiate their products from the WotC products that were eating into their markets, some of these publishers (e.g. Crafty Games and Green Ronin Publishing) started producing their own variations on the d20 System for fantasy RPGs, diluting the core game market for WotC in an attempt to remain solvent in the face of an invasion of the niches WotC had created for them by WotC itself.
The advent of the Fourth Edition of Dungeons & Dragons was a turning point for the OGL, fragmenting fans of the game. Perrin divided them into three groups:
One was the old school, "grognard" market that preferred D&D editions prior to 3E, often the older the better; another was the d20 System market, a mix of people who started with 3E and liked it there and those who passed through two, three, even four or so major D&D product line upheavals and found 3E the best so far in a steady improvement lifecycle; and the 4E gamers, who found its tactical complexity and balance superior to anything that came before and prioritized that higher than other aspects of the D&D game that had previously been at least equal partners with the tactical aspects since the original D&D emerged from the Chainmail miniatures game in the '70s.
The "grognard" market would go on to strongly influence future games by tailoring the OGL to recreate the kind of games they enjoyed as kids. Mearls explains what he thinks went right and wrong:
In the end, it failed to achieve the same type of success as open source software. In table top gaming, "open source" became a value neutral entry fee to gain access to the D&D mechanics. We never saw the iterative design process embraced by software developers primarily because RPGs lack easily defined metrics for quality, success, and useful features, a big shortcoming compared to software.
The OSR wasn't about "rapid, constant improvement in the quality of rules" but rather what rules they could remove to mimic the feel of earlier editions. The OSR ended up looking more backward than forward. That doesn't take away from the remarkable innovation that the OGL engendered. Marty Walser credits Dancey and the OGL for the OSR's success:
Without Ryan Dancey, it is uncertain whether the OSR (Old School Revival) movement would still exist... Or at the very least, it would look nothing like it does today. Ryan Dancey made it possible for all of us to play D&D compatible games until eternity, because regardless of what happens to D&D as a brand, D&D as a game will forever live on.

Making Peace With the Past

One of the ongoing challenges that TSR faced was the fragmentation of its player base between different settings and different editions, as described by Allen Rausch:
The many settings also contributed to something called "Brand Dilution." The original Dungeons & Dragons brand stood for something. You knew essentially what you were getting when you bought a D&D product. All of these new settings began to play havoc with the rule sets and philosophy of the game. As the settings grew more popular, they began to diverge from one another, advancing along their chosen philosophical paths, essentially becoming their own separate games. In not too many years, players had stopped identifying themselves as D&D players and were instead identifying themselves by the setting they played in.
With the advent of the Internet, publishers no longer had control over the obsolescence of a game -- games could live on forever in digital format. WOTC's acquisition of TSR and the D&D brand paved the way for new editions, but it also inherited TSR's baggage. WOTC was faced with a choice: continue waging TSR's battle against the proliferation of D&D clones or embrace them.

The OGL, modeled after open software design, was a key part of how content was shared on the Internet. But the OGL didn't work out that way, as Mearls explains:
There was a time when I pictured an active community of designers, all grinding away on D&D to make it better. I think that happened, but only in a fragmentary manner. Some people wanted levels gone, others wanted hit points fixed (with "fixed" defined differently for each group). At the end of the day, most people wanted books of monsters, character options, and adventures. Products either stuck with the baseline or created a new baseline for a fragment of the original audience to then stick to.
It took some time, but eventually the open-design thinking seeped into the development of the Fifth Edition of D&D -- undoubtedly influenced by the fact that Mearls' gaming cred was grounded in dozens of OGL-powered products. He explained in an interview:
I think that if we do our jobs right, that fragmentation will give way to a shared language like you saw with the SRD and the games it helped spawn. In terms of game designers, I think that, again, if we do this right they’ll have a nice starting point to tinker with in creating their own ideas.
WOTC helped fuel the OSR by re-releasing the original Dungeons & Dragons boxed set and reprinting the Advanced Dungeons & Dragons tomes. It was a sea change for the D&D brand. WOTC recognized that there was a market for older products and even supported them by releasing older editions of D&D in PDF format. Steve Wieck, COO of OneBookShelf, Inc., shared with me in an interview:
We have been in constant dialogue with Wizards every year since we opened our virtual doors. Granted that from 2009 to 2011 there wasn’t a lot of dialogue to have, but as the next edition was announced and Wizards has geared up support for all prior editions, we started having constructive dialogue with the team at Wizards last year. It was a jaw-dropper for me when Wizards let us know that they had already collected hundreds upon hundreds of classic titles and had them all re-digitized at high resolution. Wizards had not been idle on the digital product front.
Since WOTC's embrace of its digital back catalog, there have been many OSR variants, each encompassing a different style and edition of past versions of D&D. One of the more popular is OSRIC, as Appelcline explained:
Today most people mark the release of OSRIC (2006) as the start of the grassroots OSR movement. This was the first actual retroclone; it tried to specifically recreate a past game system (AD&D) rather than just recreating its feel — as Castles & Crusades had. In addition, OSRIC wasn’t a commercial release. It was instead a free download that was mainly intended to give publishers a legal basis for publishing AD&D modules.
OSRIC was just the beginning. Castles & Crusades from Troll Lord Games streamlines the OGL rules so they are more in the spirit of the Original Dungeons & Dragons boxed set. HackMaster by Kenzer and Company continued a series of compatible rules for Advanced Dungeons & Dragons. Mentzer explains how the OGL helped the proliferation:
That gave rise to various reincarnations of the original games -- OD&D, Holmes, Moldvay, BECMI, 1st and 2nd edition Advanced, and others (oft called 'clones', though they're not really) -- and now every fan can publish legally, just by including that OGL (and following its rules of course). Before those 'clones', you had to pay out $100 or more to get those out-of-print rules, but now these reincarnations are available for far more reasonable prices, and are sometimes even free.
Appelcline adds to the OSR list:
The most successful retroclones have probably been: OSRIC (2006), a recreation of AD&D; and Labyrinth Lord (2007), a retroclone for Tom Moldvay’s original Basic D&D. However, there are numerous other retroclones on the market, all published by small companies and sometimes even given away for free. Among the more prominent are: Dark Dungeons (2010), a D&D Rules Cyclopedia clone; Mutant Future (2008), a Labyrinth Lord variant intended to recreate Gamma World play; and Swords & Wizardry (2008), an OD&D clone.

D&D Returns to its Roots...Again

The success of the OSR has been unprecedented. In fact, it's so popular that Appelcline argues it's not even a movement anymore:
Beginning in 2012, some fans have suggested that the OSR is dead — not because it’s faded out, but because it’s succeeded. Fans on blogs have become companies publishing print products, while larger publishers like Goodman Games have proven very successful with their own OSR releases. Even Wizards of the Coast seems to be moving toward the OSR with its AD&D-like D&D Next and with releases of classic PDFs on Dungeon Masters Guild -.
The announcement of Fifth Edition Dungeons & Dragons had a conciliatory tone that focused on bringing fans of all editions back into the fold. Robert Schwalb, a designer on the development team, shared how they plan to accomplish a grand unification:
Our primary goal is to produce a rules set that speaks to every incarnation of D&D. So if you are a diehard BECMI/Rules Cyclopedia enthusiast or have embraced 4th edition, loved 2nd edition, 3rd edition, or never moved on from 1st edition, we’re creating this game for you. Imagine a game where you can play the version of D&D you love best. And then imagine everyone plays at the same table, in the same adventure. We aim to make a universal game system that lets you play the game in whatever way, whatever style, with whatever focus you want, whether you want to kick down doors and kill monsters, engage in high intrigue, intense roleplaying, or simply to immerse yourself in a shared world. We’re creating a game where the mechanics can be as complex or as light as you want them. We’re creating the game you want to play.
Just how much the Fifth Edition was influenced by the OSR was answered in Mike Mearls' Ask Me Anything (AMA) on Reddit:
...It’s really about getting back to the core roots of RPGs, and seeing how things changed for both the better and worse over 40 years. There are a lot of assumptions that became embedded in RPG design that have been unchallenged. Looking back and really studying RPGs – both new and old – helped give us a sense of what we had to keep and what prior elements of the game needed to be re-emphasized...The concept behind the OSR – lighter rules, more flexibility, leaning on the DM as referee – were important. We learned a lot playing each edition of D&D and understanding the strengths and weaknesses each brought to the table. Similar to the OSR, I think indie games bring lighter rules via focus and an emphasis on storytelling to the table that we learned a lot from. While a traditional RPG like D&D by necessity has a much broader focus than traditional indie games, there’s a lot to learn there in being clear and giving people a good, starting goal or framework to work within. For OSR stuff, we drew directly on older editions of D&D.
OSR-style games currently capture over 9 percent of the RPG market according to ENWorld's Hot Role-playing Games. If you consider the Fifth Edition of Dungeons & Dragons to be part of that movement, it's nearly 70 percent of the entire RPG market.

The OSR has gone mainstream. If the OSR stands for Old School Renaissance, it seems the Renaissance is over: D&D, in all of its previous editions, is now how most of us play our role-playing games.
 

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Michael Tresca

Michael Tresca

If the criteria is that we regained AD&D 1st or BECMI's former market share, well... we failed. It would be nice but nobody seriously thought that would happen. What everybody in the OSR was shooting for was to get a thriving niche market and hobby around older editions in that we exceeded beyond our expectations.

As for OSR's influence on 5e, well you can argue about that with Mike Mearls. Certainty it was enough to make the reprints a worthwhile project.
Any company that is happy with what it creates and its business is successful. No issue there.

I think the reprints had to do with the sense among a very large part of the fan base (far larger than the OSR portion of the fan base) that WotC had decided to only look forward. The editions had become largely incompatible, in that the average person couldn't see how to use older edition with the newer editions. It wasn't just rules... it was the gameplay and the way parts fit together to create the experience. It even extended to settings (Spellplague, anyone?) That sense that the company only looked forward and didn't look back was clearly received by WotC and became an important part of their design. Releasing the old material was probably all about that. I doubt the reprints sold very well by WotC's standard, but it was probably great marketing.
 

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I'm not a fan of anything 'Old-School', well, okay, I still prefer CRT TVs/monitors to LCD flatscreens. But for my RPG's I vastly prefer 'modern' systems over older systems, generally. The art of designing RPGs has been a long learning process, and I consider learning from past mistakes crucial. Looking at some of the D&D 1e rules and adventure modules gives me fits. That I once felt they were great just shows how much I learned since (and in actual fact I didn't like much of it back then either, proven by binders full of house-rules and adventures I've written myself). I know that OSR fans will reject the notion, but I remain convinced, the big majority just suffers from nostalgia.
 


The OSR ended up looking more backward than forward.

Whoever thinks this hasn't been paying attention.

The OSR is home to the most forward-looking stuff in gaming, without breaking a sweat: Yoon-Suin, Fire on the Velvet Horizon, and Deep Carbon Obseratory all do brand new things.

And indie designers form outside the OSR like Kenneth Hite have done some of their best tuff (Qelong f'rinstance) on OSR properties.

This article seems painfully underinformed about what's going on in the scene.
 

I'm not sure if we are disagreeing about anything? That huge market disparity is exactly why I don't buy into the article's premise that OSR was a big influence on 5E. There isn't a business reason to emulate a "movement" of that small a size. Realistically, the idea of wanting to adjust the gameplay to a spot thar resonates with OSR's fan base isn't because of OSR, but because of the good qualities of that spot. That gameplay works well, so you try to return to it while still having the cool tactical angles, the 4E innovations like at-will powers, the new innovations like Advantage/Disadvantage, etc. It's about the well, not one group that drank from it.

Aside from the fact Mearls said that the OSR was an influence (among other things), there actually a very good reason, to differentiate D&D 5e from Pathfinder. Wizards could have made 5e a 3.75 and try to go head to head with Paizo. But they decided they needed to do something different and one thing that is different is to go lite.

Why go lite? Because while the OSR collectively is a 2nd-tier publishers there are a bunch of other 2nd-tier publishers who have put out successfully lite-RPGs most notably Fate. Fate, OSR, Savage World and other lite RPGs had a lot of buzz and talk surrounding them. So Mearls (he blogged about this) and his team started running campaigns with OD&D and other edition with lighter mechanics. Further reinforcing this decision is the design of euro-games and collectible card game which use simple mechanics that give rise to complex play.

After they decided that D&D 5e was to be lite. They looked at what others did and cherry-picked what they liked from Fate, the OSR, and other games and kept what they felt fit from 3e and 4e. So naturally the OSR had a influence because among other things it made a lot of use of lite mechanics. But then Fate and other lite RPGs had an influence as well.
 

I'm not a fan of anything 'Old-School', well, okay, I still prefer CRT TVs/monitors to LCD flatscreens. But for my RPG's I vastly prefer 'modern' systems over older systems, generally. The art of designing RPGs has been a long learning process, and I consider learning from past mistakes crucial. Looking at some of the D&D 1e rules and adventure modules gives me fits. That I once felt they were great just shows how much I learned since (and in actual fact I didn't like much of it back then either, proven by binders full of house-rules and adventures I've written myself). I know that OSR fans will reject the notion, but I remain convinced, the big majority just suffers from nostalgia.

The OSR is more than juts rehashing older editions of D&D though. There are a lot of games outside clones that take inspiration from the OSR movement. I think even things like Dungeon World are arguably influenced by some of the back to basics of the OSR. If you check out Story-games.com for example there are a bunch of threads that are obviously inspired by things going on in the OSR community.

OSR isn't just about mechanics alone and it isn't about not inventing anything new. I would maybe compare it more to the grunge explosion in the 90s. Personally not a fan of that music but what it looked like they were doing wasn't just going back and rehashing 60s - early 70s style rock, they were ignoring a lot of the aesthetics that emerged form the late 70s through the 80s, and using a lot of the earlier sound as a starting point for building something new. I think that is kind of how the OSR is now. There are people playing nothing but OD&D, but there are also people doing innovative things.
 

I appreciate your response but right here in this paragraph shows that you are missing the point of the Old School Primer.

The point of the document is explained in the first two paragraphs explicitly. I'm sure by stating a different point than what the document actually states, and by applying various generous interpretations of what he really meant as opposed to what he said, you can make the whole thing seem more reasonable, but the document itself says, "These are areas where your most basic assumptions about gaming probably need to be reversed, if you want to experience what real 0e playing is all about." (emphasis added)

The point you are missing it not meant to be a description of how people played back in the day. Yes it some of it is drawn some from first person accounts based on talking from a variety of people who were involved.

I hope you can see how one might be confused by then by calling it "old school primer", talking to old school GMs, and telling you that this is what "real" old school play is all about. I agree that it isn't a description of how people played. Nor it is a description of what the rules intended. But the document doesn't make clear that it is describing a new way to play old games, and contradicts such a description implicitly and explicitly.

I seen this attitude among gamers in my local towards older rules and even modern lite system. That the lack of rules is a deficiency that has to be corrected by more rules.

Let me be honest with you; there isn't any difference between a rule and a ruling except that the later might not yet be written down. One is a statutory rule and the other is a common or judicial rule, but they are both equally rules. So the real irony here is that Zen #1, contradictorily indicates that the solution to the lack of rules is.... more rules. The idea that the rules need continual rulings is the attitude of patching the rules with more rules.

The fact that the document isn't even reflective on what it is saying and advocating for is to me pretty darn damning. A discussion of how running a game based on statutory or 'constitutional' rules versus a game run primarily by common law or judicial rules differs, and the advantages and drawbacks of both might be interesting, but the document doesn't go there and instead blindly rushes off into snarky territory without actually realizing what the consequences of what it is advocating for actually are - almost as if the person writing the document has only theoretical and not practical experience with the two approaches.

No where in the document Matt claims that this was how people played back in the day. Only that this is a practical way to play older games.

The actual word he uses is "real", and not "practical". In point of fact those, what he outlines is neither real nor practical. I know, because I've played these games extensively, used 'rulings' more than 'rules' at times, and then spent years or even decades on multiple occasions trying to reconcile my common law or house rules with the rules.

I will say Matt tone towards modern mechanics is really over the top and sometimes insulting to fans of modern mechanics. And that color many people perception of the document.

You keep acting like the only problem here is the tone taken toward modern mechanics. But the problem is the tone taken toward older games and even the tone taken toward the game he's weirdly advocating for. His examples of play are rude and argumentative, with players continually challenging the DM and the DM responding with, "I'm the DM." Now it is certainly true that old school play generally accepted that the DM was above the rules and had authority over the rules as opposed to be the servant of the rules and bound by them, but that doesn't mean that groups generally expected the DM to ignore the rules or rule by fiat. Nor does it mean that skilled DMs weren't expected to be fair, reasonable, and predictable. The DM was expected to fill in all the gaps and judge whenever interpretation was required, to toss out rules that were senseless, and smith up solutions to new problems. They weren't expected to arbitrarily decide that a '2' was a bad enough roll so the PC just fell down, or that a '20' was a good enough roll that got another attack. I played with more than a half-dozen groups back in the day, and none played like that. That's not even functional way to play within the framework of 0e's generally gamist aspirations. Players need reasonable expectations regarding what may happen when they propose to do something. I need to know whether if I try to attack something, and I roll a '4' whether my sword is going to randomly break or go skittering out of my hands just because the DM thought it would be cool.

Incidentally, there is nothing 'old school' about that approach. That approach is actually very new school Indy gaming techniques of upping the stakes that someone is pretending is the "real" approach 0e gaming. And the document is just dripping with "say yes and roll the dice", "rule of cool", "no myth", and lots of other modern concepts and its trying to pretend that this very new way of playing is someone exactly the same as the old forgotten "real" way of playing. At best, that's viewing the past through distorted glasses that makes me want to ask, "Were you actually playing back then? I know this is about 0e, but did you play more than a few times in the '70s? Did you play through the '80s? Are you actually a reliable authority on how to play these games?" Or did you maybe just talk to a few old school DMs, color what they said through biases and perspectives informed by your exposure to modern gaming ideas, and write a document about the one true way of gaming that was "forgotten" and which you wanted to write about in the first place irrespective of how the original games were intended to be played or were actually played in fact?

Part of what of makes the OSR is exploring alternatives that were dropped in the first decade of the hobby. For example much of my work was writing about sandbox campaigns and hexcrawl formatted setting.

Err... sandbox campaigns and even hexcrawls never really went away. They were deemphasized in published material because the cost of printing such settings is relatively high, and frankly the demand is pretty low because most DMs that want to run a sandbox want to run their own sandbox. But for a good example of a setting that has succeeded because it ultimately supports a sandbox style, see the Forgotten Realms, which other than its sand box overview of 'what's out there' to give a frame work to a DM's creation, is a relatively uninspired setting with dull and poorly written modules that most people complain about - even the ones that played them. But the sandbox aspect, keeps people coming back, because you can go anywhere and the material gives an outline and framework for the DM to paint and fill in the details.

So the question is, how did they handle it? So they were asked and as it turned it they all handled differently but what was common among them is that they came up with ruling based on their personal experience and common sense. Of course that differed between them so what they actually did varied a lot.

In other words, they made up rules. Or maybe more to the point, they invented new processes of play, some of which may have involved explicit rules and some of which may have been simply adjudication, and then those processes of play became standardized at the table into a body of common law and conventional rulings which players understood and relied on in order to offer up propositions. Once the process of play became formalized, once they had in mind, "If I behave this way, then these are the likely outcomes", then the players could begin to approach those situations in directed goal-oriented manner. The alternative is a sort of Gonzo referring style typified by what was advocated by Paranoia with the intention of being humorous. But the "Primer" document is so unreflective that it's hard to tell if it is actually advocating for Gonzo referring as being the "real" way to play 0e, or if it just completely fails to understand that rulings are rules and take on the character of rules once they consistently shape the process of play.

I wouldn't mind being in a conversation about how GMing 0e and 1e evolved, and about how processes of play evolved, and about how rulings matured and became more elegant and more supportive of mature play. That process of evolving play informed the design of later editions, and some times we found our solutions had unanticipated problems that required further reflection. Because that's the process I experienced DMing D&D across multiple editions of play for decades. But I've got no interest is someone hammering a one true way to play a game that in my opinion isn't even the intended way to play the game, bears little or no reflection on how I saw older GMs with roots in 0e run their games (and who in turn mentored me as a young would be DM), and appears to be unreflected upon self-contradictory nonsense half the time.
 

I've previously advanced in other threads the theory that all rules lite systems inherently marginalize themselves.

How could you tell, given that the *entire hobby* is marginal to begin with? The activity of sitting around a table with a bunch of people with dice and Cheetos, pretending to be elves, is itself marginal. I am not sure you need any more than that, network externalities, and a little statistical variation to describe how games wind up in the market. D&D is as far from the margins as it is by being first, and having been pretty decent. Pathfinder does it, in essence (and I mean this as no insult) by being D&D. There have been periods when another game has risen up a bit, but overall, if it isn't D&D, it is marginal.

I can see the argument that a rules-light system is commercially limited by the fact that it can't sell rules supplements. And without a string of supplements raising your profile on shelves or keeping you in people's minds with announcements of new releases.

On the other hand, rules-heavy games marginalize themselves by being a pain in the neck, slow to run, and generally expensive with all the supplements. Only a small subset of players really want to play with and wade through a system that is too complicated.
 

...I disagree strongly with the idea that OSR was anything sizeable or the idea that it influenced 5E in any significant way.

You might wanna take a closer look at where things like advantage/disadvantage, bounded accuracy and that d100 trinket table came from.
 

Also, the demonological obsession with the Matt Finch's Old School Primer makes no sense: much of the OSR (as represented by the people who put out the best-selling OSR products) have no special attachment to that document.

Y'know why we're called OSR? We started blogging and someone else decided to call us that.
 

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