Recently, JB at BX Blackrazor wrote a long post (he does that) on why he doesn't like "rules lite" , primarily OSR/NSR style, games. Adam at Barking Alien wrote a reply on why he does like rules lite games (OSR or otherwise). I'm somewhere in the middle.
I like enough mechanical crunch to make the game feel like I'm actually playing a game, not just doing some group story exercise with a bit of die rolling. But I don't need an excess of systems that bog down the flow of the game, either. Hence my preference for TS&R, where I take the simpler (but not rules lite) BX/BECMI D&D rules, and graft on the bits and pieces of OD&D, 1E, 2E, and even more modern games that I like to it. Along with a few of my own house rules, of course. Just enough complexity for me, without getting too burdensome to run.
That's all preamble to what I really want to write about today, though. These two posts, along with Adam's follow up on there being too much combat in old school fantasy games, got me thinking about something I'm sure I've addressed before, but probably years and years ago.
One of the big strengths of original D&D and the Classic D&D line, in my opinion, is that is is explicit about the procedures for each stage of game play. Dungeon exploration turns -- spelled out and given a checklist to follow. Wilderness exploration -- also spelled out and given a checklist to follow. Encounters (both dungeon and wilderness) -- spelled out and given a checklist to follow. Combat rounds -- spelled out and given a checklist to follow. Reaction rolls and morale -- you get the idea.
These are something that has been lost in a lot of newer games. Now, I haven't checked out every single OSR/NSR game out there, so I'm sure there are some that do these things. I know retroclones like Labyrinth Lord and Basic Fantasy still have these procedures spelled out explicitly. But WotC D&D, any version, really only does this for the combat side of the equation. And even then, some areas like Reactions and Morale are done away with for the most part. And it seems like many of the newer, rules lite games like Into the Odd, PbtA, and Black Hack derived games lack these as well (but I've mostly experienced these games from the player side, so I could be wrong here).
I looked through my 1E books, and was surprised that the dungeon exploration turn doesn't seem to be spelled out explicitly anywhere. The process for wilderness exploration is described in the DMG (but not with handy checklists like BX and BECMI have), including for maritime, airborne, and planar adventuring. Combat procedures have maybe too much detail (those pummeling/grappling rules for example). But a simple explanation for the DM or players about how to structure an exploration turn for a dungeon seems to be missing. Maybe I was looking in the wrong place. Most of the guidance for that is in the PHB, but how to run a turn doesn't seem to be spelled out. 2E seems similar. Each individual mechanic is described with how it operates, but how they all fit together in the exploration turn or encounter seems to be more vague.
Procedures provide structure. Games need structure. Without structure, you can have game elements. You have mechanics for action resolution. You have mechanics for advancement. You have mechanics for spells/items/abilities. But you need a frame to hang them on. Without procedures for game turns, it's like you have a big box of LEGO pieces for your RPG, with an incomplete or missing manual to tell you how they fit together.
Now, plenty of older games also fall into this trap. I'm loving playing and running d6 Star Wars, but while it gives you lots of good advice on setting up situations within the fictional world and a mechanic for action resolution, it is a little light on procedures for running non-combat activities. I get that combats need to be the one area of the game where the mechanics are most clear and transparent to the players, so they feel like they win or lose fairly. But the rest of the game should be transparent in that way, too.
I know I've had times where a new player didn't understand how the procedures worked, and since they were joining my game which included veteran players, I didn't fully explain them. And then things are a mystery to them. I need to be more aware of this, and explain not just how to make a PC or how combat works, but how exploration and interactions work step by step.
I like having those procedures spelled out, even if I don't always follow them to the letter. They are there when we need them. And of course, as old grognards, those of us who've been running these games don't need them spelled out. I know I personally used a lot of Classic D&D procedures when I ran 5E. The game lacks them, but I knew what to do because of my earlier gaming experiences. I imported the procedures that 5E lacked, but eventually tired of trying to shoe-horn in these elements to a game that fundamentally didn't want you to use that sort of procedure. WotC D&D, some old school non-D&D games, and a lot of the recent "lite games" seem, from my estimation, to want DMs to just present players with encounter situations and get to the skill checks/combat to resolve them.
It's not railroad play in the traditional sense that players have no choice in what to do and where to go. But it is a sort of stunted play, where tactical choices are limited to "how do I do the most damage in this situation?" or "who has the best skill modifier to complete this task?" With set procedures, that are known to players as well as the GM, players can make more informed choices. GMs can tweak the procedures for special occasions, but most of the time will rely on them to keep the game moving. Players can engage in all the play-acting of their PCs they want during this, and that can be fun. But the procedures keep us from getting too bogged down in the role play or the mother-may-I style exploration interactions.
Now I know some play these games FOR the role play. The more free "describe what you do, I'll tell you what happens" style play is also popular, and I can see why. I think it's good to have both in your games. But you need to enforce some order in the game to have choices matter. Procedures for exploration and interaction do that. I think it's a shame that most games have gone the path of only providing these procedures explicitly for combat.
Individual game mechanics are like trees. An RPG that doesn't show you how the game mechanics connect and work together to make the game advance is like a forest. A game that connects and orders the various mechanics in a way that gives players choice and GMs flexibility to use or modify them as needed at the table -- that is an orchard. And it will bear the most fruit.