D&D General Defining "New School" Play (+)

A lot of those things existed as early as 1e, certainly 2e. Yes, some of them were listed as optional (though rarely were they actually excluded), but new school style of play was creeping in long before 3e made it more official. In that way, 2e is an edition divided against itself; all the supplements and modules and such wanted a new school style of heroics and storytelling but was still married to the mechanics of an old school system.
100% correct, but in my experience this is a very controversial observation! Doubly so if you then try and identify what it was that was actually done, at tables, to produce the "new school" heroics using the "old school" system (namely, GM fiat).
 

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Old School
  • Death at 0 HP.
  • Save or Die.
  • Player skill.
  • Traditional races and classes.
  • Average ability scores unless you roll good
  • Few Player-facing rules with concrete outcomes
Gygax had rejected the first and second-last of these by 1978 (when the PHB was published). And while B/X used more average ability scores, it also used ability score tables that gave bonuses from 13 and up (compared to 15 or 16 and up needed for bonuses in AD&D).

And D&D was chock-full of player facing rules with concrete outcomes from the get-go. They're called spells.

Along with several other forks, like indie/story games in the early '00s and tactical-focused play in the late '00s.
Prince Valiant 1989. Over the Edge 1992. Maelstrom Storytelling 1997. Sorcerer 1998. HeroWars 2000.

Are we dating the "forks" from when the designs and play started, or from when they started to be "mainstream"?

People think a lot of things happened a lot later than they actually did.
Agreed.
 
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No, it's not and statements like this are dismissive and annoying. There can still be plenty of challenges and decision points, just not the same ones.



Which is the issue I always had. I like to think I'm smarter than the average bear, but I don't have a 20 intelligence like my character. Heaven forbid someone with an average intelligence play a wizard. Why should I, as a player have to figure out the script? Do you expect the guy playing the barbarian to bench press the couch?
I think the key here is that some things like in Call of Cthulhu require players to make connections or draw conclusions that their characters have obtained clues for. We never say at our table that the character wasn’t smart enough (have high enough INT) to solve the mystery. It’s ok to have that separation between player and character.
 

There's no such thing as new school. When the OSR started defining what old school was, they just called everything that wasn't that "new school" regardless of how disparate the source or philosophy behind the origin of any specific element. The reality, of course, is that "old school" is itself a relatively modern philosophy that is a reaction to all kinds of things that were happening in the hobby over decades, and it doesn't really accurately reflect how people played the game "back in the day" unless you're part of the BroSR specifically and ritualistically trying to recreate Gygax's specific gaming group or something. Anyone who came into the hobby by any other vector than the Wisconsin war gaming culture of the early 70s brought new school tendencies with them. Heck, I've heard people try and argue that the Thief class was the beginning of new school. So seriously, the very second publication for D&D, written by Gygax himself in 1974, was the beginning of new school?

Admittedly, I doubt most other people would agree with that, but still; it's clear that new school is a nonsensical term that means anything other than what the person saying it considers old school.
 

Guess I'm not following you now. So when a New School player fails a roll, do they learn something and roll "better" next time?

I was not talking about New School play. I was talking about Old school play.

This does vary from DM to DM.

A good number of Old School DMs do require players to describe actions. And just as many will give bonuses to the player for doing so. So a fighter can describe a sword thrust and get a plus to hit. The same is true with spellcasters.

All the other actions are covered under Adventuring and are classless. Any character can try to do anything. Most DM's are fine with a vague "you collect some wood for a fire".....but a LOT of Old School DMs will have the player describe the wood the player collects(as different woods burn diffidently, give off different smoke). The super details are part of the Hard Fun.

I have never heard of a DM empowering a spell because the player gave a fancy description. And actually, most of the people who advocate for old school play have told me, in no uncertain terms, that a vague action is NOT acceptable. They need to know EXACTLY what I am doing, in case I trigger a trap.

As for the type of wood... I know you keep caling it Hard Fun, but where is the challenge there? I either know that Birch wood burns longer and hotter than Hickory wood which is smokier or I don't. And if the DM demands I name the wood type while setting up camp... well, then I can just google the information and write down a few stock answers. The Hard Fun of googling random trivia and writing it down because I got punished for not knowing it? I don't see the appeal.

Very True. Another difference in Old School is that you need to play a character that matches your player abilities. Though also most Old School games have 'everyman' characters. The PCs are not in any way special, they are "just another wizard" in the world. And for an every person wizard you can say no problem that "they can do magic, but they just are not good at cyphers". And most often Old School characters are not a "genius" or "hyper intelligent".

Of course they aren't, but a wizard with a 20 Intelligence IS a hyper-intelligent character. So, no one is allowed to play a 20 INT wizard unless they have a PhD? But they can play a fighter who is stronger, tougher and faster than them... because the lines are drawn haphazardly.

But we role-play to be someone else. Not to just copy our own abilities onto the character sheet. Hence, why I keep saying that the goals of play are different.

The basic game play in both types of games would be about the same in many games.

Though it would come down to a lot of details. It is harder to do everything in an Old School game. And players must use their own real life skills and intelligence. So for example in New School a hyper intelligent character can just roll and 'make' a battle plan. In the Old School game the player must make the battle plan, for real.

Which is what I keep trying to point out. Old School play wants to train the Real Life PLayers in Real Life Skills that they get better at each time they die. In the new school, a player might say "Hey, my fighter was the commander of a squad of soldiers in the war, he might know a better way to engage with these enemies." and then roll, and the DM would give information. Like, "Well, you know that similar troops often kept mounts near the walls, so you might be able to spook them to cause a distraction" Because that is the sort of thing a veteran of many battles in a long war could reasonably know, but Timmy is a high school graduate whose only exposure to war is the occasional high level documentary,

In the old school method, Timmy just can't play a veteran warrior until he had played enough DnD games to learn enough tricks, to start knowing these sort of tactics.

Well, it is an easier game. Checkers is easier then Chess, but that does not make it "better"...it is just different.

I'm not sure how or why your jumping to that conclusion. Just compare:

The Old School game is Unfair, Hard Fun, Deadly to Characters, Unforgiving, Merciless, and Harsh. A player in such a game has to be very much smart and careful. They need to "bring their A game" and "be on the ball" and very much be focused and "in the zone". Even just one mistake and you can ruin or end a plot or story.....and even just one mistake and your character is gone forever. It is intense Hard Fun.

The New School game is Fair, Soft Fun, Friendly, Accepting, Forgiving, Merciful and Delicate. A player in such a game needs to be smart and articulate. The game play is relaxed, even casual. A fun informal social gathering. The player need not worry about the game suddenly taking a wrong turn or ending too much, as that is made to not happen. It is more relaxing Soft Fun.

It is comparing mountain climbing to relaxing in a pool. It is going out to nightclubs to staying home and curling up with a good book. It's skydiving to fishing.

And none of the above, including the two games, is "better". It is much, much, much harder to climb a mountain then it is to float in a pool(note as I type this I AM floating in a pool as it is 91 degrees in the shade here).

I don't know how to explain this to you in a manner that will get through to you. You just described old school DnD as mountain climbing, going to the club, skydiving (all extreme activities that are highly regarded) that requires everyone to be on point and make no mistakes. Everyone has to be focused and prepared, ready for anything.

Then you described New School DnD as soft and delicate, relaxed and casual, just for fun. Like swimming in a pool or going fishing, just nothing to take too seriously, you don't really need to worry about the game or playing well...

Do you not see how you are insulting people with this?

I've caused players to cry from the emotional moments in my games. I've gotten everyone panicked and scrambling, looking for any advantage in a fight, because they saw death on the table. I've had players struggle for weeks to unravel a mystery. I've had them screaming for joy when they finally outmaneuvered their foes. My games are not soft and delicate things, light social gatherings that no one really cares about.
 

Though it would come down to a lot of details. It is harder to do everything in an Old School game. And players must use their own real life skills and intelligence. So for example in New School a hyper intelligent character can just roll and 'make' a battle plan. In the Old School game the player must make the battle plan, for real.
The Old School game is Unfair, Hard Fun, Deadly to Characters, Unforgiving, Merciless, and Harsh. A player in such a game has to be very much smart and careful. They need to "bring their A game" and "be on the ball" and very much be focused and "in the zone". Even just one mistake and you can ruin or end a plot or story.....and even just one mistake and your character is gone forever. It is intense Hard Fun.

The New School game is Fair, Soft Fun, Friendly, Accepting, Forgiving, Merciful and Delicate. A player in such a game needs to be smart and articulate. The game play is relaxed, even casual. A fun informal social gathering. The player need not worry about the game suddenly taking a wrong turn or ending too much, as that is made to not happen. It is more relaxing Soft Fun.

It is comparing mountain climbing to relaxing in a pool. It is going out to nightclubs to staying home and curling up with a good book. It's skydiving to fishing.
Yeah, I get this and agree.

OSG has things like save-or-die and others which make the game, by default, harder to survive. Magic-Users with d4 hit points, anyone? Death at 0, -3, or -10 hit points (depending on your DM...)? You also needed a lot more XP to level. Fighter in AD&D would have to kill hundreds of orcs to make 2nd level, in 5E it takes half-a-dozen or so. FWIW, I'm not saying that is "easier", just more survivable. NS is more forgiving, just look at all the healing/recovery available in 5E, for example, with things like revivify available often by session 10-12. In AD&D it would take months and months, even a year or more, before you had a cleric get raise dead, by comparison, IME. Even then you had the chance of failing the resurrection survival check...

In OSG players did have to solve puzzles. I never let them "roll" to have their PC do it, or allowed them to roll "as their PC" to give them a hint or anything. But those are common in 5E, for example. You have a riddle? Ok, it is DC 15, your INT 20 PC rolls Intelligence (Investigation or whatever...) and solves it for the player if they rolled high enough. A high INT M-U in AD&D benefited mechanically in learning spells, having access to higher level spells, etc., not in rolling to solve things.

Yet I find odd things on the other side with 5E, such as players not knowing what their PCs can do or just forgetting about them because they have so many features, etc. OSG is much more simple in that respect. I see OSG as the game/ rules were more complex in many ways, as where in NSP it is the characters who have become more complex.

IME players in NSP are also much more casual about playing. I don't see the same level of commitment and dedication to the game I saw back in the day and I also think OSGs are more likely to have players with a higher level of commitment, but I could be mistaken, just my experience and such in general between the two. Groups getting together are often spur of the moment instead of planned as regular things, players will bow out of a session last minute for whatever reason, etc. Players don't take the time outside of the game sessions to learn what their PCs can do, level up, and such. In OSG I played in, such things were very, very rare IME.

Of course, NSP can be more "high-stakes" if a DM runs it as such, throwing out much of the default assumptions of how the game was designed to be played, etc.

So, no worries. I get it. And FWIW I don't think stating your honest observations about it is "insulting" or whatever. It's your view, opinion, etc. and that's it. At worst, experiences differ, right?

EDIT: Concerning some of the other points you've made (such as describing how they PCs will gather firewood or whatever) none of that was my experience, however.

It wasn't' common at all IME, but I did see DMs who would rarely grant a bonus to an action for something that was well developed and described as an action: such as moving silently. I don't recall anything like describing a sword thrust for a bonus to hit, but I knew some DMs I wouldn't put it past them...
 
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A good number of Old School DMs do require players to describe actions. And just as many will give bonuses to the player for doing so. So a fighter can describe a sword thrust and get a plus to hit. The same is true with spellcasters.
don't think I have ever seen that

All the other actions are covered under Adventuring and are classless. Any character can try to do anything. Most DM's are fine with a vague "you collect some wood for a fire".....but a LOT of Old School DMs will have the player describe the wood the player collects(as different woods burn diffidently, give off different smoke). The super details are part of the Hard Fun.
we have different ideas of what is fun
 


I gotta say, describing the wood? What, because the DM knows the difference between not only the fragrance, hardness, but flammability of Oak vs Pine?

I'm pressing X.

I just want to run a dungeon and kill things OK, its not complicated.
While I am no carpenter, I have tried to keep up knowledge of useful things relevant to the story, and one of those things (believe it or not) has been what kinds of wood something is made out of. Acacia, citrus, olive, cedar, and cork are among the few trees hardy enough to grow in the semi-arid/arid/desert climate of the Tarrakhuna. However, I would never expect my players to be experts on woods--if they are engaging in at least a reasonable effort to learn about the world around them and interact with the things in it, I will explain what their character would know.

So, for example, a Wizard would know about the uses of woods for making wands, golems, and magical apparatuses. A Druid or Shaman would know of woods' ritual uses and totemic applications, and what symbolism they have for the nomad tribes. A Bard would know of ornamental or fragrant uses, and possibly which ones are favored for use in theater or handicraft, etc. A character who has done the work to establish a background as a carpenter, chef, or other profession that works with wood might know a lot more fine details.

In some cases, this might be very relevant information (I can think of one time that such a thing came up in the last few years). Most of the time, it will just be my effort to add color and depth to the setting--but I am always open to that effort becoming something more.
 

How does this square with 4e, which I would call a definitive "new school" game, being so gamist?
Absolutely, old and new are not polar opposites and will share some aspects. This confusion largely springs up from folks who dislike new school so disparage it by saying it’s no challenge and skill. That’s not the case.
Yeah. 4e is New School. B/X is Old School. Both games would be considered incredibly gamist,* at least by those who can't move on, unlike @niklinna, Baker, and Edwards. (I also tend to love both games as probably some of the best D&D in terms of showcasing a clear and tight design vision as games.) However, how these two games approach "player challenge" as a game agenda differs. Much in the same way that the "challenge" of an ARPG differs from the "challenge" of a survival game differs from the "challenge" of a rogue-like game.

* FWIW, D&D on the whole would probably be considered pretty gamist, which is IMHO a good thing.
 

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