I appreciate that (and thanks for the reminder), but at some point if you're going to use a term as denotationally broad as "Old School" you shouldn't be surprised when people aren't happy about trying to keep it to yourself.
Wait. "Old School" is specifically open to all older games. Old School Renaissance (or Revival) refers to a
rebirth. A revival. The thing being revived was old school D&D, which had been left behind by WotC and was "dead" as a published game. RuneQuest wasn't dead and abandoned by the publisher. Neither was Traveller.
Even those of us who think that OSR most properly refers to D&D and D&D-likes accord due respect to other Old School games. Historically they just weren't the thing that was being reborn or revived. Or at least, old school D&D was the MAIN thing that was being reborn and re-examined.
I'm not looking for it but this is what I meant.
OSR games mostly only allow for a small handful of builds approved by the system chosen by your class. With the smaller list of options and little way to tweak them at start or during play, the games can focus more of providing those specific class fantasies stronger.
It's a matter of focus.
Focus on 3-6 classes
OR
Focus on 12-15 classes with 2-8 subclasses each and 2-4 dozen feats.
Yeah. There's definitely a design tension. One of the nice things, ideally, about the old class progressions is that there isn't all the finicky points-juggling which (for example) characterized 3.x with all its skill points and feat chains and so forth. Or the issue of qualifying for Prestige Classes which necessitated plotting out your character's advancement progression many (or at least several) levels in advance.
I do think it's possible to have a happy medium. The Goblin Laws of Gaming (GLOG) is a NuSR set of rules/hacks which may be a useful example.
I've never played an OSR game as far as I know, but I've never had any desire to because it doesn't seem to me that characters advance in any interesting, non-tread mill sort of way. Please convince me that I am wrong.
This shocks me! I'm accustomed to seeing it much more the opposite way!
A classic accusation I've seen leveled at WotC D&D is that it is much more of a treadmill in terms of character progression. That characters fight similar challenges for their whole careers, that they're always "just adventurers", and that mostly the numbers keep going up on the character sheets at the same pace as they go up in the monster statblocks.
As opposed to classic D&D in which spells are much more powerful and their use more open-ended, so at higher levels the nature of the game and the types of challenges you can take on qualitatively different, compared to lower levels. And the game is explicitly designed to transition to domain management, ruling lands and leading armies for the Fighter-types, and engaging in spell research and magic item creation for the casters (although TBF, 3E had the most detailed rules for magic item creation).