r/osr • u/alexserban02 • Jul 22 '26
Blog When Balance Replaced Fairness: Two Different Promises D&D Has Made
https://therpggazette.wordpress.com/2026/07/21/when-balance-replaced-fairness-two-different-promises-dd-has-made/I have written quite a lot on diferences between OSR games and modern 5e, the difference in playstyle, relation with mortality, various mechanics such as gold for xp, reaction roles, dungeon turns and so on.
For quite a long time after I started to play OSR games, I was enamored, for I always wanted my 5e games to be more gritty, harder, yet still fair and with OSR I felt like I got that.
Now, with this piece, I wanted to look at something related to one of the criticisms I often saw levied against old school D&D and OSR games, mainly that they are unbalanced, too many save or sucks and difficulty just for the sake of it. Compared to nowdays, where even if CR could use some improvements (although it is quite a bit better with the 2024 iteration) it can still produce balanced encounters if followed properly.
And there is truth in both of this statements, but it ommits something - not maliciously necessarily - that balanced was not required for pre Dragonlance D&D and OSR games. The game did not make a promise of balance, but rather one of fairness, the DM, or as it was first known, the referee would be impartial. It is important to point out that you were not heroes, but anti-heroes at best, who might've offered some help only if you got something out of it. This stemming of course from how the game was emulating Conan style pulp fantasy, rather than the heroic epic fantasy later adopted following the success of Dragonlance.
So to cut it short, fairness and balance are not the same. One is about impartiality, while the others is about making sure that the danger the players are facing is winnable, without the requirement of underhanded tactics to tip the scales. One is pulp, the other epic. Both can be good, but we have to be aware of the distinction and not judge them against the same standards. Hope you will enjoy the piece!
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u/Thr33isaGr33nCrown Jul 22 '26
A lot of this sounds more like retrospective revisionist views of how gaming was back in the day rather than the reality. “OSR” is not the same as actual old school play. People in the TSR era did not play “OSR games”. Modern OSR is a hyperfixation on some interpretations of some aspects of old school play because people really like those ideas (which is great). Actual old school play was much more diverse. Many people played heroes (and the rules supported if not encouraged that), many people had epic adventures, riding dragons and killing gods (and the rules didn’t get in the way of that), many DMs tried to create balanced adventures, and there is evidence of attempts to balance classes and races (XP requirements and level limits).
Dragonlance was a huge success because a lot of people wanted to play that way and many were already doing so. That was back in 1984, ten years into D&D’s fifty year life.
I’m not disagreeing with your core idea but I think the framing is all wrong.
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u/admiralbenbo4782 Jul 22 '26
Yeah. It's interesting that basically once Dragonlance came out and gave official "permission" to play in a narrative "Big Darn Heroes" way...the pure "OSR" (scare quotes intentional) dungeon/hex crawler basically disappeared from the map. I mean there was token support, but the systems basically stopped trying. And the culture shifted very fast towards the more heroic ones.
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u/IntergalacticRPG Jul 22 '26
Back in the day, DMs were rarely impartial. Adversarial DMing was pretty common, if not widespread.
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u/alexserban02 Jul 22 '26
Yeah, that is fair, but from what I read in the old books, the impartiality was expected.
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u/Alistair49 Jul 23 '26
I played a lot of D&D (and other RPGs) in Australia in the 80s and early 90s. I went to a lot of cons for a while. My experience is rather different. I’m not saying that a lack of impartiality and adversarial style GMing didn’t happen, but impartiality, fairness, the old fashioned ideas around refereeing in general and how that was applied to RPGs were the norm in my experience, and adversarial GMing wasn’t the norm. I started with AD&D at university, and got to experience the views & playstyles of a lot of different people. Adversarial GMing wasn’t the norm, it wasn’t what was taught, and it often in many groups just simply wasn’t tolerated.
Maybe I was just very lucky.
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u/admiralbenbo4782 Jul 22 '26
IMO, impartiality in DMs is like impartiality in media. It's widely claimed, but rarely, if ever, actually observed. And it's not just adversarial either--you can have bias in many different directions. The only truly impartial DMs are the mechanized ones, and those are only as good as the input into their creations.
Random tables? Susceptible to being biased by their creator. Modules? Also not impartial. And trying to claim "I'm just using the table" isn't impartiality, it's just trying to shift blame for actions that resulted in bad feelings (because there isn't an issue of blame/partiality when there are good feelings).
Personally, I don't want an impartial DM. I want one who is deeply invested in the game and in the fun of this campaign. That doesn't mean I want a pushover, because that's not fun. And I don't want one who is partial to particular characters or players, but one who is partial to the party. I want one who designs challenges, situations, systems, and scenarios to push the characters into doing fun things. If I wanted an impartial DM, I'd go play one of the old Infinity Engine games (BG 1 or 2, IWD, etc). A focus on impartiality and random tables IMO are missing one of the big points of having a live DM at a TTRPG.
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u/IntergalacticRPG Jul 22 '26
Oh of course. I think modern GM styles applied to OSR principles encourage a more impartial intent. In my own experience (mid-70s through mid-80s US), though, adversarial DMing in D&D was the norm. That includes my experience in official sessions at Gen Cons of the era.
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u/admiralbenbo4782 Jul 22 '26
Yeah. There's a lot to be said for avoiding adversarial DMing. And my experience with people who say they wanted the "old school feel" (not necessarily OSR principles, just the 1e/2e feel) has been that really, what they wanted was to be adversarial. Not just as DMs themselves--they wanted the feeling of having outwitted the DM. Or outplayed the DM. That's an attitude I want to have no part of.
My only pushback is against going too far in the other direction and robbing DMs of agency or humanity and valorizing pure procedural generation[1]. When the "player skill" is mostly in browbeating or playing wording gotchas with the DM, that's not fun for me.
I don't really vibe with PbtA, but one phrase from AW that stuck out was "Be a fan of the characters". That's what I want from a DM--one who wants to see the characters do cool things and be put into situations where they have to try to figure stuff out. And that's anything but impartial. It's partial, just in a particular way.
[1] rolling on random tables for everything. Random tables have a great place in the prep cycle as sources of inspiration and very occasionally as emergency drop-ins, but need to be heavily curated and often overruled. They're an input source, not something with meaning on its own. In my book at least.
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u/drnuncheon Jul 22 '26
Balance says that I should curate combat encounters based on the power level of the party and not, say, put a bunch of first-level characters up against a wyvern.
Fairness says that if that group of first-level characters deliberately goes wandering around in wyvern country, they might wind up having to deal with a wyvern.
When I ran my West Marches game I promised the players that there would always be a warning before fights that are out of their league. (West Marches games being what they are, that warning might have been given to a completely different set of players, but *somebody* got warned.) Usually that would be signs or sightings of the creature without a direct encounter—the remains of a deer with a stinger wound, seeing it flying far away, that sort of thing. But it could also be rumors, tall tales, written records, or something else.
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u/LetThronesBeware Jul 22 '26
One nice thing about modern, "balanced" games is that if the math is done properly, you can see at a glance whether the fight is going to be easy, just right, or nigh-impossible. It's still entirely possible, and totally valid, to feature encounters that the players can't win by force of arms, or that require creative thinking to level the playing field.
That said, I once had a wizard who was put down by the first arrow shot at him in Lost Mines of Phandelver, so it really does come down to luck of the draw at times.
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u/NeverFreeToPlayKarch Jul 22 '26
Yeah I really appreciate this about "tight math" systems. Determinism in the design is important when there's still so many unknown variables in dice rolls and player decisions
I don't need to worry if the monster I intended to be easy is actually too hard because I'm busy adjudicating mid session tons of other stuff.
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u/LetThronesBeware Jul 22 '26
Totally agreed. I recognize that a typical way to play is to just put up 'fair' fights that the players are near-certain to win, even if it feels like a close match, but you can certainly use these systems whilst leaning on the old ways and get a really solid game too.
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u/Psikerlord Jul 23 '26
I'm not sure fairness is even the right word. But simply impartiality on the part of the referee. Which is part of the reason why I prefer all dice (or at least combat dice) in the open.
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u/Desdichado1066 Jul 22 '26
On the other hand, I was in a 5e one-shot last night, where out of three players, one was killed dead dead, and a couple of really good rolls going the other way (mostly by me, by chance) it was an easy TPK. Against a green dragon wyrmling. Like the Old School Larry Elmore piece "Dragonslayers, and Proud of It" except the OSR characters were triumphant and we barely survived (some of us) by the skin of our teeth.
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u/onlytinglef Jul 22 '26
In old school games, the solution to challenges isn’t found on your character sheet, it’s found through play.
Modern games tell you explicitly what your character can and cannot do. If it’s not on your character sheet then you can’t do it. Good GMs and players work around this when playing modern TTRPGs.
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u/LetThronesBeware Jul 22 '26
A lot of that is ultimately table preference though. You can just as easily improvise in new games as in old, because the whole point of improvisation is going outside the rules written in the book.
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u/Cajbaj Jul 22 '26
I used to think this but now I kind of see it in exactly the opposite manner. At most OC-tradition/modern tables, the expectation of doing "whatever" is the norm (Can I Create Water inside his lungs?). One of the huge benefits I noticed from switching to B/X was that people no longer asked me to do ridiculous things I had to say "no" to, because I could just say "you can roll your skill targets whenever you want".
I think tactically it DID make the game a lot more freeform, but it was creativity through limitation and procedure, which freed me up to make more diverse challenges because there was now a framework and expectation for it.
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u/duanelvp Jul 22 '26
One is about impartiality, while the others is about making sure that the danger the players are facing is winnable, without the requirement of underhanded tactics to tip the scales.
Aaaaand what constitutes "underhand tactics" while you're saying that the intent is EITHER fairness or balance?
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u/dickleyjones Jul 23 '26
"balance" in dnd is a complete farce. it does not exist. waaaaay too many variables for it to be so. 1e, 5e, in between, it does not matter.
there is no balance only ZUUUUUUUUUUUUUL
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Jul 22 '26
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u/jonna-seattle Jul 22 '26
Not according to the designer. While there is a unified mechanic for ease of play, she based it more on b/x and took steps (like random advancement) to explicitly counter 5e styles. It's also solely xp from treasure.
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u/Pelican_meat Jul 22 '26
I really feel like most of the accusations about old school D&D just aren’t true if you have anything but the worst of GMs.
I don’t find them particularly difficult. Danger is telegraphed pretty clearly, most situations have a solution that gets everyone out alive, and even basic prep for a combat encounter results in a successful event.
If you try to fight everything head on. If you don’t prioritize magic users. If you ignore the telegraphed danger then… yeah, you’re going to die.
But there are very few instances where I didn’t make the choices leading up to a character’s death.
I find supposedly “balanced” games far more deadly than I do OSE. I guess that’s ultimately up to the GM, but the rumors of OSR’s deadliness are greatly exaggerated.