Quickleaf
Legend
Yep. That is the start of a good question. “Concrete rules” also isn’t a monolith - there are lots of ways you can go with exploration, and the OSR logistics/procedures is just one possibility amidst a sea of possibilities.But then the question is, do more concrete rules improve the situation, and for how many people...?
I do agree with Shawn Merwin that the test of a good robust game system is not how it handles in the hands of a phenomenal GM playing with great players, but rather how it handles with a mediocre or learning GM with average to irksome players. Generally, “hands-off”/rules-light are great for that first category of great GM/players, but don’t handle so well for mediocre GM/players.