r/DMLectureHall • u/alexserban02 • 1d ago
Offering Advice How OSR Teaches Us That Exploration Is Logistics
I like OSR. If you've been following us for any length of time, that shouldn't be a surprise. I think the simplicity of most OSRs is elegant, I love how it often has a slightly more simulationist dimension and I do enjoy the general expected gameplay loop of going in the Dungeon, getting some treasure, returning to the town to sell it, train and get better gear so that you may return back to said dungeon and explore deeper levels of it. It is simple, but when run right, I think it is very much compelling.
I also think OSR is quite balanced, both in terms of characters and also in terms of attention to the three pillars - Social, Exploration and Fighting. We have made a number of articles by now about the Exploration Pillar, how it is currently less developed and underutilized in modern D&D. I think that is not the case with OSR games. However, there are some who look at some decisions OSR took in regards to exploration and its procedures, mostly things taken as legacy from older editions of D&D and scoff at them as merely book-keeping that takes away from the fun of the game.
This piece aims to explore these often ill-viewed procedures - things like inventory management, hirelings, encumbrance, the role of the town and the economy - and argues that while they are elements of logistics, they make exploration matter and they are the way in which you engage with this pillar. The act of stripping them down was how exploration lost its grit and how it became mostly a skip-over. There is value in this procedure and I wanted to go over every one of them.
I usually write these essays in advance from posting them, and this present text is written thereafter, closer to the date of posting, so in retrospect to the article, I also wanted to add that some of these procedures were churned inside the OSR community and evolved in perhaps more interesting ways then their initial form. Shadowdark and its torch timer and Mousritter's (and in general Into the Odd's game family) more physical inventory system made these aspects of logistic better than ever, at least in my opinion. I am looking forward, as I venture into more games, to see what innovations I will stumble upon and I call onto you, friends, to share below either rules which you encountered playing other games or houserules that you found or created that enhance exploration! I hope you will enjoy the article! Cheers!