And, I don't think it would have mattered one way or the other. Just imagine if there were. Would that make you feel any better about a DM that made what you perceived as systematically mistaken, arbitrary, and contrary to the rules as written game rulings?
EDIT: it's possible that these observations have gotten lost in either nostalgia or just b/c many fans did not participate in or witness those earlier brawls. Whereas they can see, say, long-winded sharp debates regarding later editions.
That is definitely a factor. In regards to OSR folks, one of their biggest proponents, James Maliszewski of Grognardia blog, actually only played old-school D&D relatively recently, and although he did a good job of researching the hobby's history, he did have some personal biases. Like a negative viewpoint on Dragonlance on how it marked the end of a golden age of dungeon-crawling goodness when at the time the adventure series was competing with Forgotten Realms in sales figures.
There's a similar strain of thought, where certain things within OSR get popularized to the point that where "authentic old-school" ends and "personal preferences" begins can be hard to tell by a newcomer, or be contradictory at times. For example, I don't recall as many early AD&D modules containing Weird Fantasy Body Horror tropes (see Lamentations of the Flame Princess and Teratic Tome for popular OSR stuff). Or the fact that many OSR folks actively shy away from the complicated rulesets of 1st and 2nd Edition AD&D and stick with Basic D&D. On another note, they tend towards the lower level of the power spectrum, with hardly any support for adventures and campaigns beyond 9th level. Dreams of Ruin got attention by selling itself as a high-level apocalyptic horror scenario of a growing sentient forest of malign intentions.
(minor tangent, though connected ...)
Anybody have an idea about how big the Retroclone market is ??
Sales and/or $$ of say 1e 2e and similars.
Depends on whether you count Pathfinder as a retroclone or not. A thing to keep in mind, however, is that OSR focuses heavily on Original and Basic D&D, with scant support for AD&D. There's a growing movement of "O5R" of folks creating 5th Edition adventures with old-school sensibilities or dual-statted, but as of now there's not a lot of them out yet.
It's not Official D&D big, or Pathfinder fandom big, but in terms of sales figures and sheer product it's a pretty good size. There are about 1,500 OSR/retroclone products on OneBookShelf (Drive-Thru RPG/RPGNow), which is nearly double the amount for Mutants & Masterminds (about 800), less than Pathfinder (about 5,000), and a lot more than FATE (344) or Apocalypse World engines (343).
Several Kickstarters for OSR products have been rather successful, and they congregate heavily on Google Plus, so it's not hard to find an eager market if you tick all the right boxes and do something to set yourself apart from the Low Fantasy Settings and "go into the foreboding ruins" adventure types crowding the marketplace. According to James Raggi (Lamentations of the Flame Princess), his first print run of core rules was 2,000 and sold out. Vornheim, White Star, and Scarlet Heroes are all at least Best Gold Sellers on either DTRPG or RPGNow.
But back on topic, I will say one thing:I'm actually interested in seeing how O5R types change and accommodate 5th Edition mechanics and tropes to fit their desired implied settings, if at all. On a surface level examination, I don't think that a drow blade pact warlock would mesh well with an LotFP-like setting. But if they're someone whose magic is Lovecraft-level dangerous to their soul, then that can totally work as an adequate explanation for why they're an adventurer seeking out forlorn realms and arcane lore in the first place.