Aldarc
Legend
In some respects, they also exist in reaction to 3e D&D, and how that game was commonly being played in praxis: i.e., mechanics first ("I roll Perception," "I use Diplomacy on the guard."). For example, I believe that Vincent Baker had 3e D&D in mind when designing how Moves worked. Likewise, the OSR was having a similar dicussion about fiction-first approaches in response to the common 3e praxis of mechanics-first approaches to skills.Exactly. The Forge and the OSR were both branches that were in direct repudiation of Hickman-style storytelling that dominated in the ‘90s.
I debated whether or not to add "Explicit Play Principles" to my list of contemporary approaches to TTRPG mechanics. As I am required to say, these things were there previously, but I think a lot of contemporary TTRPGs tend to be more explicit, up front, and opinionated about the principles and best practices for GMs and players. Doesn't mean it's present in all contemporary games, but there has definitely been a rise in including them.There’s significant overlap in the goals of these movements… and a lot of it can be summed up as demanding more principled GMing.
What are the play principles for players or GMs in 5e D&D?* I don't know. But I can tell you the play principles of GMs and players in a variety of "narrative games" (e.g., PbtA, FitD, Daggerheart, Fabula Ultima, etc.) and OSR/NuSR games (e.g., Shadowdark, Cairn, Knave, etc.).
* For those sensitive to me criticizing just 5e D&D, I will also fully admit that Dragonbane - a game that I highly enjoy - is in the same boat. Dragonbane is an unopinionated game, and I can't recall Free League talking about the play principles or best practices GMs and players should adopt for this game. I wish these principles and best practices were there in Dragonbane too.