Hi, I see many different topic about the OSR and I found some articles about the OSR claiming it's core principles or foundations. What do you think are the core principles of this movement?
Use the open content of the D20 System Reference Document to support and publish for classic editions of D&D with a small minority relying on game mechanics not being able to be copyrighted to support the classic editions, and another small minority publishing material useable with the classic editions of D&D that compatible but doesn't rely on the original IP.
While doing this using what current in digital technology and digital distribution. Which allowed most projects to be realized in the time one has for a hobby along with creating a situation where there are no dominate publisher. Also created a situation where there are no "core" principle other than I do it because I can with the time I have and with the tools and material at hand.
The reason there appears to be a movement at all because it centered on the use of the classic editions of D&D. This element provides a foundation on which people use to create a label in order to try to simplify the actions of hundreds of authors operating independently or in small groups. Likewise the minimalist nature of some of the classic editions creates an illusion of minimalism along with interest in certain adventure styles like megadungeons, or sandbox campaigns.
However because the OSR is a kaleidoscope created by hundreds of authors, you can talk specific individuals doing specific things and why they are doing them. For example my work with the Judges Guild Wilderlands setting and sandbox campaigns. Matt Finch's work with OSRIC and Swords & Wizardry, Jeff Rients' interest in a more gonzo style, James Raggi interest in weird horror and so on. The only thing that connects us is an interest in the classic editions, and following up on the realization that we can do our projects with the time and tools at our disposal.