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

Kind of the whole point of having different ways to play the game.
definitely, I think you are overselling OS and disparaging NS though

A New School player with a 'criminal' character just uses the ability on their character sheet that "gives them advantage when contacting people in the criminal underworld". And then they just play the character in whatever way they want.

The Old School player with a criminal character will be deeply immersed in fictional criminal lore and culture and play their character accordingly.
I am sorry, but the average OS player is not much more knowledgeable about different types of wood or crime lore or what have you than the NS one… they might flatter themselves into thinking so however, and maybe even think their ‘vast knowledge’ is essential to the game they play when it really hardly matters and is mostly stereotypical / superficial… The one reason it does matter is the DM buying into this mindset as well


When people started playing at 12 or 14 or what have you, there is no knowledge difference, whether they started with OS 1e or NS 3e
 

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It's not really about being an expert.....just a knowledgeable person.

A typical Old School DM is keeping track items and materials. This is part of the fun for many Old School DMs. Many Old School players like this too, so everyone matches up ok. There are some players that are more for "whatever" and don't care...and many OS DMs will let them get away with the 'average' result....."you gather wood for the fire and it burns".

Another type of fun....a bit beyond the game. Is where the DM and player can share the like of knowledge, history and other topics.

This leads into the DM giving the players things to look up and read. Both to expand general real world knowledge....but also help in the game. If a player wants to know more about a topic, I'll give them a reading list. Or even lend them a book.


Odd, it's common enough.

Kind of the whole point of having different ways to play the game.
As one of the originals of 'old school play' (starting in the mid-'70s) I can say that we almost universally found a focus on such minutia as "how exactly did you construct your torch" to be tedious and beside the point. Sure, some details could matter at certain points, but the trick wasn't to continuously focus on such things. It was to have a sense of when to introduce them (as either a GM or a player) without bogging the game down into dubious nonsense.

Read Gygax's 1e DMG prefatory material, and description of the combat system, etc. It's clear he wasn't ALL that interested in details that didn't further the game aspect of play, and contribute to the fun and overall challenge. IME with true old style play that was focused more on being good at handling things within the rules. That includes a lot of resource management, time management, and imaginative problem-solving, but not so much obtuse knowledge about the exact right kind of wood to make a torch out of. Besides, there are about zero GMs who have a detailed mapping of species distribution of trees, density of fallen and standing dead wood, etc. In the end it all winds up being up to the GM as to what the effect of such knowledge is anyway.
 

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.

Question.

How much of that is because of the change in culture and technology, instead of new school players simply caring less?

You didn't have the internet as it exists today in the 80's, you didn't have the idea of side hustles and people working three jobs just to make ends meet. Many of the people playing in the 80's were college kids with much more open social schedules.

Most of my groups have died because of people having children, moving to different states for new jobs, or in one case I lost a player who was seriously injured in a car accident (she survived, but isn't doing well and needed to take time for herself)

I have fought tooth and nail to keep groups together, but it seems that meeting once a week in a standardized time slot is just... really really hard. And most of the entertainment I get outside of DnD is snatched whenever I can find the time for it, because there is a lot to do.
 

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.

Yeah, there are a lot of things I will tell my players, because it is simply something that makes absolute sense for the character to know. "Oh, your character is a noble from this region? Then you would have heard about the scandal of this family, because it was the hot gossip of the last six balls your attended."

And if they wanted to know if it is a true fact... then I might have them roll to see if they investigated that rumor back then, or if they just laughed along with their friends with the gossip.
 

Every group has always played RPGs differently to the majority of other groups out there. However, I would say that compared to how it used to be in the 80's and 90's, these are the differences that I've seen now.

1. Session Zero.
We never used to do this. Everyone turned up on the night, rolled their characters and got on with it, regardless of what the campaign or adventure might have been about. People rolled up what they wanted to play and that was largely it. It's only since the Daggerheart play test earlier this year that my group have decided that actually, having a session zero was a great idea and want to do this in future.

2. Telling The Story.
Everyone's experiences will be different, but my experiences have always been that the group rolled up and played whatever campaign the DM had written/purchased/prepared. Not in a railroad sense but very much it was about telling the story that was presented. These days it seems that the players dictate what they do regardless, although I'd like to assume that coupled with a session zero the players know something of what's coming and will still play it while doing their own thing.

3. Player Agency.
These days it seems that the players dominate the control/flow of the game rather than the Dungeon Master. This ranges from players wanting/expecting to play the race/class...etc they want even if it doesn't fit the game world or the campaign that the GM is presenting, to guiding the game in the direction they want rather than telling the story (see #2 above). These are extreme examples that I have seen to be fair and most groups balance this out nicely. Player Agency just wasn't such a dominant aspect back in the old days.

One thing that I think is hard to acknowledge is that there has been an evolution of TTRPG "technology" over the lifetime of DnD.

For example, Session Zero. Session Zero was not a thing people did, but it was in part created to solve a series of problems. For example, the classic issue of one player rolling an Undead Hating Paladin and another player rolling a Necromancer. That is going to immediately cause friction, if not implode the group. Or to give a bit of a sillier example, a player who rolls up a Ranger who hunts giants... when the DM makes a world that has no giants. These things happened, were problems that disrupted and ruined games, so eventually people started crafting a solution to these things. A pre-session get together to discuss the campaign and the characters to point out major problems ahead of time, so people could figure out solutions before committing.

And I think the increase in player agency has come about in a similar manner. I don't think it is a matter of Players "dominating" the story, but I think it is a matter of recognizing that people play these games for fun, and as a DM, it is far more of a drag on my enjoyment, if I am forcing a player to do something they do not want to do. It is easier for me as a DM to adjust to fit the player's desired story, than it is for me to try and enforce my enjoyment over everything. Because, for me, my biggest enjoyment is seeing my players have fun. Like you say, it ends up being a balancing act, but the overall goal is to increase communication between DMs and players, and the more communication (not just listening and saying no) there is, the happier and more excited everyone is for the game.
 

Not a fancy description...a detailed one. It is fairly common.

Despite you saying it is common, myself and no one else who has responded to you, has indicated they have heard of this. In fact, we have all said the opposite. It may be common in your area, but it is not common in the larger communities most of us are aware of.

True, vague actions are not acceptable in most OSG.

It is a different type of fun. This is the fun of using your real world knowledge in the game, and quite often getting an advantage or effect.

And I would note that googling information is a skill. A real life person player skill. It's not like you can type a couple words in google and get the perfect answer every time. Worse, google sticks to (paid) sites. And the more obscure the information, the harder it is to find. And a lot of information does not make it to the top of search results. So...it's not a magic oracle.

But you have to acknowledge that if you are going to reward people for a real life skill, you often end up punishing them for the lack of a real life skill or knowledge as well, correct? And what happens when the player's real life knowledge contradicts the DM?

I am not only talking hypothetically here, because I have experience with this. I had a convention game where I was trying to play a super hero RPG, don't remember what the system was or who the character I had was, because the majority of the session involved playing with toys and puzzles meant for 6 year olds. Literally, six and up toys, because the plot the GM planned was some intra-dimensional toddler throwing their toys into our reality. We went to confront the toddler, and I immediately noticed that the GM had no idea how kids worked. I noticed this because my mother had run a daycare out of our house for decades, and I was a teacher who often had to deal with young children. I am an expert in the field, and in trying to use my real-world knowledge, it was rebuffed because the GM didn't seem to know how kids work.

I'm sure the game sounded fun to them on paper, the concept and the props sounded good... but the execution just left me frustrated. I came to play a superhero game and solve a mystery, not play with legos and twelve piece puzzles.

You can play any character you want. If you want to play a hyper intelligent wizard, and can role play that, no one will stop you.

They are not as haphazard as they seem. A real fighter knows things about fighting, combat and related things. The average player does not. The average player just has their fighter "attack!".

Every character class, background, specialization, and on has a ton of "real life common sense" that the character would know.....but the average player does not know.

A New School player with a 'criminal' character just uses the ability on their character sheet that "gives them advantage when contacting people in the criminal underworld". And then they just play the character in whatever way they want.

The Old School player with a criminal character will be deeply immersed in fictional criminal lore and culture and play their character accordingly.

Role playing and abilities are separate. It's near real life simulation vs only playing a game.

But if I am limited to my real-world knowledge of thievery and criminals, then I can't play a great thief, only a bad thief. And what if I don't want to play an incompetent criminal? Then I either need to learn how to be a better criminal IRL, or I play something else.

But a great wizard can be played by anyone, because no one knows anything about wizardry. IF a fighter has good stats, then someone who knows nothing about how to fight, can still be a great fighter. You want a simulation, but only in the places where you have personal knowledge or expectations that allow a simulation to happen, in places where it is too hard for you to simulate, then you let it pass.

Again, an Old School DM is not some sort of wise mystical teacher trying to make players better and more skilled.

It does depend on the players a lot. There is a group of people that play the game that possess an at least average level of common sense, wisdom, skill, intelligence, knowledge, and drive. This type of person does not need to be taught by a DM on such things.

Now, there is a group of people that play the game.......that have none of the above. So yes this type of person does need to be taught somethings...

They sure act like a wise mystical teacher when they declare your character dead because you described something the wrong way, or didn't know something they expected you to know. And considering that it is often stated that people who advocate for old school feel that new school players are incapable, right here is sounds like you are saying we lack "at least average level of common sense, wisdom, skill, intelligence, knowledge, and drive" Which, again, is rather insulting.

This is the Major Flaw with this New School approach: You have the DM tell you what to do and then "feel" like your playing your character.

What are you even talking about? What flaw is there here? Do you think just because a rogue can't describe how to pick a lock they are only "feeling" like they are playing their character if the DM describes them picking the lock? This makes no sense to me at all.

Not exactly. Just by playing a warrior character you don't just learn things about being a warrior. Though, yes you will learn a lot of common sense things you should already know, like a warrior is never far from their weapon. Though this is mostly for the that one group of people.

That one group of people who lack "at least average level of common sense, wisdom, skill, intelligence, knowledge, and drive"

And, no, they won't learn that. They will learn that they need to state that they are never far from their weapon. Most of my characters over the last decade have had a boot dagger, just in case, for this reason. I usually have a few daggers on my character sheet, but I don't tell the DM where they are. Because having a boot dagger has only mattered like... twice. But I know for a fact that with certain DMs if I was in a situation like a fancy party, and pulled that dagger, I would get told I can't do that. Not because my character doesn't know to keep a weapon handy, not because I don't know to keep a weapon handy, but because I didn't declare to the DM that I had a weapon handy.

This is what leads to lists of standard operating procedures, not that the player's don't know the things, but that they simply assumed such things could go unspoken as obvious.

No. But I'm looking at it from the neutral perspective.

There are a million ways to have fun. No way of having fun is "better" then any other. Rock climbing is hard and floating in a pool is easy: but they are both valid ways to have fun.

Well, we are talking about in general, not any one persons specific game.

You claim neutrality, then consistently stack positively conotated words on your side, and negatively conotated words on the opposing side. Just as a baseline example, you claim your way is exciting and engaging, and my way is a way were no one really cares about the game. That isn't a neutral position to take.

Though I would wonder if your game is fully New School? Were your players really panicked that character death might happen...when that is uncommon in NS games? How did your players 'outmaneuver" their foes? It does not sound like they did it the NS way of "The DM tells the player what the character knows about how to out maneuver foes".

And you are simply showing that you don't understand how the New School games are run. Yes, my players were panicked about death. I rarely kill characters off, but there are far far worse things I can do to a PC than kill them. This idea that no death = easier game is just silly from my perspective.

Also, no, we don't just tell people how to play the game. I even gave an example of this with the commander character. The player asked, the DM gave them the KNOWLEDGE of what their character would know. The actions they decide to take with that knowledge are entirely theirs. Which brings up another point. Quite often many of the threats presented as instant-death in old school are only instant death if you don't know the trick. Which is something that gets brought up all the time with traps and puzzles. If they are only challenging because of ignorance, they aren't challenging. A puzzle where the solution is written on the ceiling, but the DM doesn't tell the party because "no one said they were looking up" isn't a challenge. It is a gotcha of "you didn't declare the correct action, so you lose". Not every challenge is defeated simply by knowing the silver bullet answer.
 

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 agree. And god forbid it’s the barbarian who solves the cipher because his player is good at ciphers. DM calls metagame on that.

It’s a real “Heads I win, tails you lose” situation.
 

I don't think it's productive for me to engage with most of the claims in @bloodtide 's post, but I did want to remark on one point:
Every character class, background, specialization, and on has a ton of "real life common sense" that the character would know.....but the average player does not know.

A New School player with a 'criminal' character just uses the ability on their character sheet that "gives them advantage when contacting people in the criminal underworld". And then they just play the character in whatever way they want.

The Old School player with a criminal character will be deeply immersed in fictional criminal lore and culture and play their character accordingly.
This is not an accurate characterization of the new school approach. And as others have pointed out, the way the contrast is posed here is obviously intended to imply that the new school doesn't allow for deep immersion. This is a false discrepancy. Being immersed in "fictional criminal lore" requires being exposed to that fiction. That exposure can come in many forms - it can all be put up front, with setting information that players are mandated to read. It can be delivered piecemeal as it comes up in the game. It can be provided as a response to a successful Streetwise check. In order for the player to be immersed, it has to be given to them somehow, and loads of them are compatible with new school gaming. Really, all of them; I often give my players a page or two of pre-reading even before session 0 if we're playing in a published setting or if there are some setting elements that I definitely want to include. I will provide deeper dives to people who want it, but I definitely don't give my players a 50-page binder of setting notes or expect them to read the entire campaign setting book if we're playing in a published setting. This is because 1) we're all adults with limited amounts of time on our hands, and we don't want to spend it doing homework for our hobby and 2) those of us who DO enjoy getting really deep in setting lore are free to do it, while those who don't aren't penalized for enjoying different aspects of the game.

Of course, all of that is only true if we're playing something like D&D, with its fairly robust built-in setting expectations, or Eclipse Phase, where the setting itself is a big part of the rulebook. When we homebrew, my group finds it's better to build to fit, with shared authorship, rather than relegating it all to me, the GM. I happen to like worldbuilding, so I typically do take on more of the effort than others, but that's by choice (and often done on the fly as improvisation).
 

I agree. And god forbid it’s the barbarian who solves the cipher because his player is good at ciphers. DM calls metagame on that.

It’s a real “Heads I win, tails you lose” situation.
Nor have I ever known a GM let my real-world knowledge of metallurgy, steam engines, and coal mining allow my character to kickstart an industrial revolution in a classic pseudo-medieval D&D setting.

(That said, there are times where I like it when real-world knowledge can be brought to bear. I ran a pirate-themed game with a player who was really into Age of Sail-era history and nautical stuff in general, and his knowledge was a definite boon. Having the right terminology for things helped set the mood.)
 

Question.

How much of that is because of the change in culture and technology, instead of new school players simply caring less?

You didn't have the internet as it exists today in the 80's, you didn't have the idea of side hustles and people working three jobs just to make ends meet. Many of the people playing in the 80's were college kids with much more open social schedules.

Most of my groups have died because of people having children, moving to different states for new jobs, or in one case I lost a player who was seriously injured in a car accident (she survived, but isn't doing well and needed to take time for herself)

I have fought tooth and nail to keep groups together, but it seems that meeting once a week in a standardized time slot is just... really really hard. And most of the entertainment I get outside of DnD is snatched whenever I can find the time for it, because there is a lot to do.
One relates to the other IMO. Yes, I think changes are part of it, but they care less because of those other things.

Also, I am not talking about old games dying because players grew-up, job full-time jobs, or have families. I am talking about younger players NOW who really seem to have a difficult time committing to the game, learning the rules and features, etc. Rarely do I find a player (maybe 1 in 6 or so) who does "show up" both literally and figurativly; they read the books, check stuff out online, really learn to play the game.

We always had other things that demanded our time before, so having those things now is no different really. Ultimately, I find this is simply a change in attitudes, commitment, even things like attention spans, etc.
 

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