Dungeon Crawl Classics is an all-time classic and an A-tier game for me. I love the emergent gameplay and iconic classes. It is a modded 3.5E-style game and, for me, a drop-in replacement for all of D&D 3.5E that does away with all the overpowered builds of that game but retains the over-the-top outcomes.
The game was created as a reaction to the hobby's drift away from Appendix N sources and seeks to model an experience based on those books. It is a reaction to Wizard's mainstreaming of D&D from version three to today. The hobby has gotten so used to superheroes as a fantasy that we forget what made the hobby strange and extraordinary.
OSRIC is the best version of first-edition gaming. It includes all the strange and arcane limitations, ability score requirements, level limits, low ability score modifiers, and that "flat and dry" feeling that old-school games need. Too many games these days are "pander and gimme" games, where they give everyone ability score modifiers; things are far too simple, and you are given everything and expect even more.
In this game, your ranger's to-hit is what it is, you have no hit or damage modifier, and your AC is okay. Then, you decide if you want to open that next door. You don't get "free XP" for quest completion; killing monsters is a secondary source, and gold is the primary. If a referee wants to give out "quest XP" for destroying an abandoned fort housing orcs, the referee should say, "A nearby town puts an 8,000gp bounty on the destruction of the fort and all inside." When the deed is done, the town pays up, and the party splits it and anything they found inside as their reward and experience.
There are your "quest XP."
What do you spend money on? You can't buy magic items, but you can purchase retainers and upgrade fortifications. The only weak part of OSRIC is the stronghold rules, but there are so many games (and 3rd party books) that cover this, and you can always borrow one you like. The Into the Wild Omnibus has a sound system for domain management with costs, and this works well. Also, training for the next level costs gold; you must find a trainer or work this out with the referee.
Going back to DCC, I love this game for all the crazy stuff that happens, but a part of me wonders, "How did we get here?" We got here because a generation of gamers forgot what the first edition was all about. In first-edition games, if something strange was on the wall of a dungeon, nobody knew what it was unless they pushed, prodded, examined, and used a few spells to figure it out. Nobody knew all the monsters, and the referee was free to reskin and add abilities to the existing ones, creating entirely new monsters for their games.
You could not rely on rules, books, bestiaries, spell lists, or anything else as "reliable information."
Everything can be changed. This is rule zero.
Today's games rely on rules on certainty, fairness, sound options, and predictable character builds. Everyone, even the referee, should follow the rules. DCC comes along and tells you, "You can do this!" It gives you charts with hundreds of silly and unexpected results.
In OSRIC, it doesn't even need to be said. The game is not whacky and crazy, nor over the top or insanely silly. It can be played seriously or over the top; there are no rules for this, nor are there table results telling you, "You can!" This is greater freedom than DCC, as you are not opening a book and finding a table result to justify your creative urges. I love DCC since it opens my mind, but my mind opens far broader than that.
It happens if something happens to a character that gives them a permanent adjustment. I don't need a chart, table result, or something in the game which allows me to. This happens in DCC, but in OSRIC, it isn't said, so it is the rule.
AD&D 2nd Edition started the slide, and D&D 3.0 accelerated the decline. We are lost in a sea of rules, rulings, and books telling us what we can or cannot do. Gaming has been destroyed by overruling and printing books for every subject and topic and turning them into mini-games inside the structures of more significant games.
DCC is both remarkable and utterly unnecessary. While excellent and mind-opening, the tables and charts can ultimately limit your imagination. Those tables and graphs are only needed because we lost our way and need rules to return to what we once had.
To be fair, DCC says you can do away with everything. Any result can be substituted for "one more fun." DCC is still one of my best games, and the dice alone are incredible.
Still, I remember the old days. We never needed any of this.
Also, the modern concept of "Quest XP" puts the referee in an unwanted role of "XP welfare" for "good deeds" when the original games did not have the concept of rewarding anyone for the referee or module writer's "pet stories." This began in AD&D 2nd Edition to support the fiction, and it was a corporate move to mainstream the game. In the first edition, the referee could award XP for anything, but the main driving force of advancement was written into the rules one way for a reason.
Where did characters get XP from?
Gold and defeating monsters.
Whose stories are we playing?
The players.
"Quest XP" is the behavioral modification and control of player actions. It tells players, "You will not advance in the game unless you jump through the hoops presented to you by the referee or module writer." In the first edition, you only advanced by killing and taking the loot. Your stories, and the stories of others, were backdrops and motivation, but no rewards were tied to them.
The first edition got it 100% right. This is where the slide and decline began, and how we got to today, when the entire game is presented as a behavioral modification.
DCC gives you the tools to break free.
OSRIC is where you escape to.