To me it comes down to a few key approaches in mentality and mechanics:
- Grounded vs. Fanciful
- Player action vs. Character action
- Creativity vs. More Skills
Grounded vs. Fanciful
The overall tone of 5e is probably one of my biggest ongoing problems with it. The closest comparison I can make is comparing Diablo II to Diablo III (action RPG computer games for those who don't know). Diablo II was released in 2000, and had the perfect blend of great art, action, and tonality that kept me hooked for years - playing at night with friends online through middle and early high-school. Diablo III by comparison, was released in 2013, and vast visual upgrades and gameplay changes did the game no favors. The new art style felt like a downgrade, and it changed the tone drastically. Diablo went from feeling like a fantasy-horror RPG splatterfest to a childrens' book version of the same thing.
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| Screenshot from Diablo II (2000) |
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| Screenshot from Diablo III (2012) |
Player Initiative vs. Character Initiative / Creativity vs. Many Skills
The other key differentiator for me, and probably the most important, is the difference in how the player/character dichotomy is handled between the OSR systems and 5e.
5e seems to be much more centered around the idea of inhabiting your character's stat sheet, scrolling through a long list of skills and proficiencies, and deciding what to do in a given situation. Success in 5e is highly dependent on choosing the "right skill" for a given situation, rolling well on your dice, and moving forward. Roleplaying is important, but only insofar as "thinking like your character". This is highly limiting, as characters without the right skill makeup for an encounter, or high enough stats that give the player license to say "well my PC would think of this solution because she's smart", are totally left behind.
OSR games take the opposite approach: how situations are handled is determined by what the player can think of, not the character. Skills and abilities are still important, but they often don't determine the success of the party on a dungeon delve or adventure. Success is frequently determined by decisions players make, how they work together as a team, or roleplay effectively. This means finding creative and novel workarounds, planning ahead, and generally engaging more critically with the game or setting. Success means more than properly decoding your skills and their applied bonuses for maximum effect.
Bang vs. Whimper
Combined, the above leads to one major difference - the reason why I DM so much more OSR play now rather than 5e play. OSR play is punchy, in-your-face, and impactful. 5e play is abstracted and after a Warlock's 8-millionth eldritch blast, boring. Every situation overcome, enemy slain, or kingdom toppled in an OSR game means something. You get the rush of knowing that you earned it. When your magic-user casts that crazy spell and wipes out the gang of bloodthirsty mercenaries about to pounce, the whole party goes insane. OSR games, and by extension OSR DMing, has a visceral and evocative feeling that 5e just can't match. I've found that it takes special players to help overcome this feeling of rote-ness.
OSR characters accomplish the mundane with a bang, 5e characters accomplish the fantastic with a whimper.


