The design philosophy difference between say C&C and OSE is interesting to me. The former was all about building a new game that felt like the old game, slaughtering whatever was required to make that happen, while the latter is based upon trying to change as little as possible beyong clarity. Obviously there is a bunch of stuff in the OSR space that is innovative in its core game design, but OSE isn't that.I recall OSRIC being a curiosity, mostly, except for a few early adopters, and then the bandwagon getting rolling with Swords & Wizardry and Labyrinth Lord, along with many less-popular games. Although if you mark the OSR from starting with Castles & Crusades, we're back to 1E being the dominant mode again (IMO -- obviously there are people who's call it a 2E game or its own thing entirely).