This is more or less my feeling on the proposed definitions. The style described as New School here is mostly how our games ran since about 1986 (4 years into playing D&D for me). Absolutely we played games that had high-lethality, a sense of very real danger, and other hallmarks that are often called "old school" but we ran those with intentionality, not as a default. Our default since those early days has always been to have narrative-oriented play that emulate the fiction we love with characters linked to and enmeshed in the setting and the overall job for the DM being to make sure everyone is having a good time. It's bemusing to see these elements described as "new".The problem with that is that something that allegedly started in 1985 cannot, per force, be called "new school" with any degree of seriousness. Perhaps, if we're going to qualify something "new", it should be a style that's less than 20 years old not a nearly 40-year-old style.
Would you say that this view is, perhaps, a little jaundiced?My very basic view of the difference between new and old is that old school you'll get a puzzle to solve and players talk about how to solve whereas in new school you just roll a check to figure it out.
If I were to be defining “New School” it would look directly at the games that emerged between 2005-10 and thereafter.
<snip>
Among the systems that I would put in this category are FATE and the Powered by the Apocalypse games, as well as Burning Wheel, Reign, the Cubicle 7 and Margaret Weis games, as well as brain-breaking genius surprise hits like Fiasco.
Yes, very different!This is obviously a different take than the OP
I think this is a really interesting point. Games where the mechanics are specifically meant to create narrative-specific or genre-specific outcomes feel much more "new school" to me. But I agree - I don't think that's what the OP means by new school, which isn't necessarily all that new.Yes, very different!
There are some significant differences across the games you mention - Fate and BW, for instance, are pretty different play experiences - but they all contrast with the OP's picture, which could go back to some approaches to RPGing that were around in the late 70s/early 80s.
Things like this, however, didn't happen in OSP (just rolling a check, that is).My very basic view of the difference between new and old is that old school you'll get a puzzle to solve and players talk about how to solve whereas in new school you just roll a check to figure it out.
First of all, I don't know what you mean by jaundiced. Second of all, I'm not trivialising anything, that's what I've seen online and in play. Old school you have puzzles to figure out as a player, new school people want to roll.Would you say that this view is, perhaps, a little jaundiced?
Because I've had some experiences with "old school" stuff that also ended up being player proposed an idea, DM rolled something, and a result happened (either dead end nothing, or something good/bad depending on the specific idea.)
Trivializing any style of play seems rather against the [+] spirit of this thread.
While I am not Remathilis myself, I would absolutely consider PbtA to belong to the new school, whether or not it helps define new school. That is, it's a deeply player-driven game with an emphasis on lots of testing and tight game design. Many old-school fans chafe at the idea that they really do HAVE to follow the rules...but then when you start giving examples of the rules they have to follow, they get double confused because they're like "but...but that's just running the game???" (I have personally seen this specific confusion numerous times, both on ENWorld and elsewhere.)I think this is a really interesting point. Games where the mechanics are specifically meant to create narrative-specific or genre-specific outcomes feel much more "new school" to me. But I agree - I don't think that's what the OP means by new school, which isn't necessarily all that new.
@Remathilis Do you see games like Fate, BW, PBTA and the like as playing a part in defining new school? Or is it purely an approach to play as opposed to actual changes in how mechanics affect play that you're looking at?
And I'm saying this has nothing at all to do with new school play--it's simply a degenerate form of play that can appear in any school. Including old school.First of all, I don't know what you mean by jaundiced. Second of all, I'm not trivialising anything, that's what I've seen online and in play. Old school you have puzzles to figure out as a player, new school people want to roll.