Aldarc
Legend
I would also say that it's pretty noteworthy IMHO that a lot of iconic spells and magic items exist or were created for the purpose of bypassing these game elements. So either it's handwaved into unimportance or the game creates ways to ignore these things.Players don't get much enjoyment out of tracking food, water, ammo, encumbrance, etc...and yet those get a pass when talking about old-school gaming. I'd argue they occasionally get enjoyment out of some of the resultant situations, not the tracking itself. So designing the game to deliver the same (or similar) resultant situations without the tedium of actually tracking all those numbers would be worthwhile, I think.
As a related issue: I'm in several games of B/X (with a sprinkle of AD&D). I wanted to see what "old school gaming" was like by several GMs claiming to run it the way they always have for decades using their original books. It was remarkably tame with little tracking of things like food, water, ammo, or encumberance. Exploration and hex-crawling was fairly carefree with a lot of handwaving. The gamification of old school roleplay that is prevalent with swaths of the OSR scene were fairly absent in these games. I'm fairly certain that there was a lot of fudging to prevent some TPKs. I went into both games creating disposal characters that could be fed to the dungeon meat grinder. Both of my initial characters are still alive after about a year of play, and I would not describe my play as particularly "skilled" at all.
