Thunderfoot
Hero
And to throw some more mud in the water, I'm not so sure that "old school p new skool" are truly definable terms rather than more of a personal defining of gaming parameters that you personally experienced through your gaming career.
For instance, I started with OD&D/1eD&D/BE Moldvay rules (depending upon who I was gaming with). We had dice, paper, pencils and a couple of rule books. No minis, no strategy, no clue, just go to town, find a quest, complete the quest or die trying, and repeat. To me, this is old school, rules light, long-term campaign with little arguing at the table of "the meaning of rules, etc." Just a does it make sense? Yes, continue, if No, then debate. It wasn't that our adventures were one-shots, we campaigned just like they do now a days, it's just we blew through the adventures quicker.
Once 2e started to add splats, options, etc, I noticed that games became longer, not that the adventures changed much, but the bickering, the perception of what was and wasn't broken/fair/workable and the power the players felt they were entitled to when it came to rules changed.
From 3e on, it's been more about the player than the DM. So from someone who remembers when the area behind the DM screen was akin to the Jewish tradition of the Holiest of Holies (the area in the temple where the Almighty actually lurked in his splendor and anyone entering without proper instruction/permision would immediately die.), the idea that a player could even fathom talking back to a DM when a rule was issued could be construed as old school vs. new skool. Or the idea that an adventure should have a party of around 13 people including followers, henchmen and hirelings vs 4 people who can move mountains. I don't think it is solely either (these are just examples of, maybe???), but I think you can follow what I mean, perception rather than quantification.
For instance, I started with OD&D/1eD&D/BE Moldvay rules (depending upon who I was gaming with). We had dice, paper, pencils and a couple of rule books. No minis, no strategy, no clue, just go to town, find a quest, complete the quest or die trying, and repeat. To me, this is old school, rules light, long-term campaign with little arguing at the table of "the meaning of rules, etc." Just a does it make sense? Yes, continue, if No, then debate. It wasn't that our adventures were one-shots, we campaigned just like they do now a days, it's just we blew through the adventures quicker.
Once 2e started to add splats, options, etc, I noticed that games became longer, not that the adventures changed much, but the bickering, the perception of what was and wasn't broken/fair/workable and the power the players felt they were entitled to when it came to rules changed.
From 3e on, it's been more about the player than the DM. So from someone who remembers when the area behind the DM screen was akin to the Jewish tradition of the Holiest of Holies (the area in the temple where the Almighty actually lurked in his splendor and anyone entering without proper instruction/permision would immediately die.), the idea that a player could even fathom talking back to a DM when a rule was issued could be construed as old school vs. new skool. Or the idea that an adventure should have a party of around 13 people including followers, henchmen and hirelings vs 4 people who can move mountains. I don't think it is solely either (these are just examples of, maybe???), but I think you can follow what I mean, perception rather than quantification.