GobHag
Adventurer
Primacy of Character over World
This is what I think makes something 'New School'. In essence, it's the idea that yes the world does revolved around the player/character--not to serve them, but revolves around them. In extreme this can lead to how storygame sbasicaly allow players to just make stuff up about how the world works or have specific powers that trumps any need for it to 'make sense'--yes, In-world I'm using the Goddess of Fate's power but it does literally allow me to control an NPC as if I am the actual factual GM.
In lesser forms it's usually using rules to override 'common sense' during play, or performative play where the idea of challenge is not to actually challenge but to make the character cool or do cool things.
This is what I think makes something 'New School'. In essence, it's the idea that yes the world does revolved around the player/character--not to serve them, but revolves around them. In extreme this can lead to how storygame sbasicaly allow players to just make stuff up about how the world works or have specific powers that trumps any need for it to 'make sense'--yes, In-world I'm using the Goddess of Fate's power but it does literally allow me to control an NPC as if I am the actual factual GM.
In lesser forms it's usually using rules to override 'common sense' during play, or performative play where the idea of challenge is not to actually challenge but to make the character cool or do cool things.