In any case, I'd like to quote Marshall's afterword to OSRIC in full, because it nicely encapsulates not just the philosophy behind Gygaxian fantasy roleplaying, but the whole old school style of play:
First, play OSRIC fast. Part of the beauty of this system is, with a little knowledge and practice, you can run a battle between ten player characters with a dozen hirelings and henchmen and a handful of summoned monsters on one side, and thirty ogres with a shaman and two dozen worgs on the other, and you can resolve it in thirty minutes flat. It helps to roll dice in handfuls, but the big things that make that possible are the simplicity of the combat rules and morale. Don’t forget morale, it’s important—it’s for skipping over the boring bits. The moment it becomes obvious to intelligent monsters that they’ll lose a fight, they will run or surrenderHave fun indeed.
And this brings me to the second thing, which is, please do skip over the boring bits. Fudge things to make them faster And if they can’t be fudged, then the GM and players should share jobs fairly—if the party’s using detailed encumbrance rules, then the GM shouldn’t have to do all the bean-counting. After all, the GM is busy doing GM-like things, such as drinking the beer that’s so vital to his or her concentration or laughing cruelly at the players’ latest mistake, and so has no time to do math
The third thing is, in OSRIC generating a player character is fast. If you die, it’s a quick and easy job to roll a new character and get straight back into the action. Which means that dying isn’t so much of a pain in the neck as it might be with other systems
Assume you will lose some player characters from time to time and plan accordingly. Once you’re past the first few levels, most players should accumulate a few henchmen who can replace their main character if the main character dies (or is petrifi ed, disintegrated, converted to green slime, swallowed whole by some huge monster, falls into a sphere of annihilation, or… well, OSRIC’s a dangerous world, lots of things can happen).
If you die and fail your resurrection chance, deal with it with good grace. Sure—nobody likes to lose a character, but don’t take it too seriously. This is a game. In OSRIC, you aren’t entitled to be the hero. You might just get to be the hero, but don’t expect it as a right
And there’s a fourth thing: Make sure everyone round the table gets a chance to have their say, but don’t tolerate dithering. If your GM asks you, “What do you do now?” then you’d better answer at once or expect to lose your opportunity.
The fifth and last thing is, your GM isn’t called a “storyteller” for a reason. He or she isn’t telling you a story with you cast as the protagonist (If you want that, try one of White Wolf’s games ). The GM creates a world—you create a character who wants something. It’s up to you to go out and get it. Story is the result of the game, not a process within it.