the innovation in the OSR be - rules or settings?
Mike specific brought up Empire of the Petal Throne and Blackmoor.
EPT's strength is not it's ruleset, which is basically OD&D with some houserules, but it's setting. Deep and alien and multilayered while still slightly familiar.
Blackmoor brought us the first published adventure. Common now, it was a first for the fledgling hobby.
So, where should the OSR innovate?
I think it should be with the settings, using house rules to make it unique where necessary. I have enough generic fantasy settings to last me a lifetime. We need more Spears of the Dawn and Arrows of Indra (both complete games where the innovation is the setting) and less reworks of Greyhawk and Forgotten Realms - been there, have it, don't need a pale imitation.
From my own perspective, I'm working on a series of Pocket Settings for White Star. I want a fun hook for each, but I don't expect them to truly innovate on their own. 8 pages doesn't give one much room to innovate. But I have been given peeks and "elevator pitches" of what some others have in store for their White Star settings, and some may just hit the "new and not seen before" level.
I see sci-fi as a less trod and overworked field to plant than fantasy when it comes to RPGs. Hopefully White Star achieves it's goal as a toolbox for others to truly innovate. Time will tell.
What say you? Rules or settings and why?