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

This is a deeply problematic thing for me. You cannot make informed choices if you do not know the rules. You cannot make informed choices if the DM might change how things work at the drop of a hat. And when you are no longer making informed decisions, then it doesn't really matter. You end up disconnected from the events, because you cannot do anything about them, because you lack the knowledge to act.
This is a big Old/New split. It's gamist vs reality simulation. In Old School a player simply tries and action, in New School the player macks a mechanical game move.


Sure, players can still declare actions, but with no knowledge of how those actions translate into the game, they can't be informed about their decisions.
Informed?
But again, you seem to miss the point. It doesn't matter what "good" players or actors are attempting to do, it is about the disconnect. If I'm playing a Wood Elf who has spent 300 years in the forest, and I'm a druid with a deep abiding knowledge of nature, then I should be able to identify most plants and animals. They have studied this. IRL I can barely identify poison ivy, and I only know a handful of incredibly iconic plants. Limiting my elf to my IRL knowledge means that my elf who should be a wellspring of knowledge about animals and plants and nature... comes off as a city boy who has rarely stepped foot outside, let alone been in a forest. They aren't able to be the role, because I don't have that knowledge.
Well, no one is limiting you as you are free to learn and expand your real world knowledge. You can even goggle it. Though many players don't want to do this. So a player wants to role play an ancient wood elf druid, but wants to do it with zero effort or preparation. To me, this seems to be all on the players choices.
My knowledge of plants should not limit my Druid, and while sure I could download a bunch of survival guides and study them... I shouldn't have to. I shouldn't be required to go studying different subjects to play my character in a game I'm playing for fun. I don't care if it would be "Hard Fun" for you, for me it is a just another log on the stack of things I need to accomplish, and I'm stressed enough about that stack.
No one forces you to. Your free to play a "clueless" character. Some OS DMs are fine with a player just saying "oh, my character says stuff" when needed and moves the game along.

This is also why I said OS is harder, has more Role Playing and is more intense. Compare::

Old School: When the character meets a group of wood elves the player must talk to and interact with them in real time. The player must use the game lore, elf lore, and nature lore to say relevant things. So the player could say "Fair weather bark brothers. I am far afield from the roots of my ancestors, seeking a vile orc. Might our branches touch, before we go are own ways?" Now there is a lot to unpack in those chosen words and phrases.

New School: The player rolls and makes a check and their character talks to the other wood elves.
And millions of other people agree with me.
It's a crowded world.
Redefining your term does not mean I agree with it, or your usage of it. I also challenge you on the second example, because I played some pretty difficult levels of Candy Crush (and was nowhere near the end of the game) and I've seen more incredibly easy crossword puzzles than hard ones
Yes, but this is known as cheery picking. Sure if you compare a preschool crossword puzzle to one 'hard' Candy Crush level you get the result you want.

And sure, you might be able to find people that lack common sense in all sorts of places... but it is particularly notable when one side of the conversation keeps claiming that THEIR side has common sense, you know, as a baseline.
Again, it is the base line everywhere...not sure why you don't see that?
You keep claiming that "New School" is constantly just telling the player the answer to the puzzle. I'm pointing out I have literally only done that once, and it was in a scenario where the puzzle in question was unplanned, do to the players having a very clever use of a spell. So, if my style of play does this constantly... why only once in 10 years has that ACTUALLY happened, and it wasn't planned?
Ok....but then what do you do?

The character comes to a puzzle lock on a door. How do they get past it? You don't give the player a real puzzle for them to solve for real, right? You just have the player mack a check and the character solves the puzzle, right?

Or are you just pointing out you don't give the player the answer to the puzzle as there is no puzzle and no answer. Your 'puzzle' is just a game DC description. So you can't give an answer to that. The character just solves the puzzle and neither the DM or player know any of the details.
Puzzles are an easy example to use. And it doesn't apply to the entire game all the time. I keep pointing that out to you, but you keep brushing it off. In most old school games (maybe you are an exception) this style of game stops happening with attack rolls and spells.
Depends on the DM.

And how did I give them a "pass"? Because I said it was close enough? Tell me, what are the tenants of Estana that allow for the proper reversal of a desecration of her image? And how does the Goddess's own opinion factor into that? It is also kind of funny, you want to claim that "giving players a pass" is something that New School DMs do... yet you also want to claim that Old School DMs follow no rules except for their heart, and will make rulings based on whatever they feel like. So wouldn't a "you know what, that's close enough to work" be a very Old School thing to do?
No....Old School IS that will work. You need to drop the close.
Right, so what? When a new player comes asking to join the table they need to solve four logic puzzles correctly before being allowed to join? Or after the game has started because you didn't do that, you kick them for not playing to a high enough standard for you? This starts to sound incredibly elitist with the idea that a player's worthiness to play your game of dungeons and dragons is going to depend on how well they can spot the difference on this picture of two flowers.
It is worth it to do a quick interview with a potential new player to make sure they are a good fit for the DM and game. Not everyone is.

Sure I'll give them a puzzle or a logic problem or a story problem. And if they say "bru, I don't want to think so hard! I just want to roll dice and kill monsters!" I know that person is not a good fit for my game.

Right, Old School is constantly obsessed with details. And often, from discussions I have had with people advocating for old school play, it is to absolve themselves of any blame from the players when things go wrong.
I guess some weak OS DMs might say something like that.
And, take a step back for a moment. Let us say that you have the players tracking water by the gallon. Well, as the DM, you don't trust them to do that accurately, so you track their water by the gallon too. But if everyone does it correctly... then it never matters. If you properly track and buy and deal with the water... it never matters. But you and the players but have entire reams of paper tracking these details, ready to pull out your notes and point to your records the moment there is a discrepancy. For what? You'll call it "Hard Fun" but unlike jigsaw puzzles or crossword puzzles or poker... tracking the gasoline in my car by the gallon to compare to the mile... isn't fun. It is just some tedious math whose end goal is to change nothing but keep a record.
Well, it is fun for some people...it is not for everyone. And in an Old School game it does matter.

Remember Old School is the harsh near reality simulation. Old School often put is huge emphasis on PCs vs nature and survival. So, in such a setting there is not fresh water everywhere.

You mentioned Dark Sun, but I guess you have never played Old School style.

See, this is the thing. You call the player just following the flow of the game "very lite and casual". But, frankly, why should they have to constantly remind the DM of their magic item? Why should EVERY party and EVERY drink and EVERY situation involve mentioning this?
Well, the counter is why must the DM remember each of the characters items?

And doing something every time is just part of Hard Fun.

And yeah, I see the paranoia. The OS player is going to announce that they sit down, that they put on their magic ring, that they pull out their test vial of poison, that they feed the poison to a rat to make sure it is still poison and not something else, wait for the rat to die, make sure the ring is glowing, then take their drink and drink it... for EVERY SINGLE DRINK THEY EVER TAKE. Sure, I can do that. I can give you that level of extreme paranoia... but then you throw in at the end that it won't even matter, because the poison might be undetectable.
There is a thin line between being careful and paranoia.

So, end of the day, the real question is... Did the OS DM decide to poison the player's today, yes or no? Because if they did, nothing I do is going to stop it. And if they don't, then my entire ritual to prevent it is pointless. So why should I bother doing something that isn't fun? It isn't fun to pull out my notebook of ten thousand standard operating procedures and read "fancy party #3"s list of twenty steps to attempt to avoid poisoning. And even if I do, it won't matter.
It matters if the DM says it matters. Most OS DMs don't just "decide" something will happen no matter what the character do. It is a path towards something that will happen if the characters take no direct action to prevent or stop it. And yes, very often the characters can't stop an action....like their drinks will be poisoned, but they can stop it from effecting their character directly.
I find it telling that you point out "anything might be a trap or worse" because it highlights again for me what this is. Paranoia. OS games seem to constantly be about always expecting every single event, every single item, every single everything, to be a deadly trap that will kill them. Note that your OS group had no indication that anything was wrong... and yet went looking for a plot against them.
It's a choice of play styles....the Harsh Cruel World vs Happy Go Lucky. It's the Ant vs Grasshopper. It's be prepared for anything vs Weeeeeee fun! Some people have a stocked Emergency Kit in their car and some people have nothing of the sort. Some people have a Bug Out Bag....and some people don't. Some people have Disaster Plans with a rally point and some people don't.

Like the idea of being invited to a party by a nearby Baron is so unusual that it must be a trap. And out of everyone in the barony, only three people will know the truth, so the PCs will need to somehow figure out who the Baron would trust, and then IRL interrogate them... which requires being in the seat of the guys power and if you are that convinced it is a trap... just don't go.
Well, this can depend on the setting. And the rest would be Old School game play.

New School: The group gets invaded to the Barons' table. They go. Roll some social interactions. And the game moves on to whatever is encounter next.

Old School: The game starts with the invitation. It's highly unlikely an Os group would just say "okay-day we go and party". They will dig a little deeper. Why were they just suddenly invited? Why did the baron pick them? Why now? What is really going on? This is a ton of game play and even more role play before the character even get close to going to the dinner.
On the New School side, I think you start off with something fairly reasonable. The Players ask "hey, what do we know about this guy?". That is a completely reasonable question. And, if the player rolls well, and the DM has plans in place for the Baron to be evil... then yeah, that's going to come up. You didn't give any details on this "old foe" but if they are an old opponent of the players, then they would know a lot about them... and so yeah, I might not even need to hint at the connection directly. I might be able to simply name the military school they went to, and the players will go "Wait, isn't that the same place XXX went? Did they go during the same year?" and they have made the connection.
This covers both "giving away information" and "giving the players a free pass".

When the players just roll for information you give it to them in a couple of minutes. So when you say "bob went to school X" and then a minute or two later say "Fred went to school x" , most players can say "Hey". And you just tipped your hand and ruined the mystery with a couple rolls of some dice.
One thing I think many advocates of OS miss about this process, is that they often seem to imagine that PCs appeared fully formed in the Tavern, with no past or history. You can't seem to imagine that a PC might have heard about a nearby noble, so it seems completely out-of-left field for the Player to ask "hey, do I know anything about this" and get an answer. And yeah, if the players just go blissfully along, might throw another hint or two at them about the plot. Why? Because it is more fun if they have a chance to discover it. Also, it builds trust. Instead of being paranoid and investigating every single event I ever try and get them to go to, they can trust that if nothing seems strange or out of the ordinary... that they don't need to swab test their poison and anti-poison vials to see if some invisible thief swapped them as part of a conspiracy to take them out.
I OS does agree it is more fun for the players to have a chance to discover things...but only be doing real work and effort and role play and game play. In OS gameplay, the characters are continuously learning things about the game world. And most OS players take lots of notes. This gives them a wealth of knowledge to draw upon as needed.

And it is so NS for the NS DM to give a wink or nod or hint or just come out and tell the players "this is safe" or "this is not a trap". So then the players can just do whatever carefree Of course, then you have to do the other side too. So when something might be harmful or a trap the NS DM has to wink, nod, hint or just say so.

But you treat this with derision. Like they aren't REALLY playing the game, they don't REALLY care, because they aren't constantly looking for threats everywhere. They aren't constantly working every angle to see if I'm out to get them. But mostly... we just find doing that utterly exhausting.
It is Hard Fun for Old School.
No, the worst thing that can happen in a game is spontaneous PVP that leaves hard feelings and breaks up a group of friends. Somewhere in the top five worst things is the DM showing favortism to a significant other, and ruining everyone else's fun.
So Character Death is Fourth worst?
They aren't even everybodies. They are mushrooms.
Sounds very Old School......"they feed me dung and keep me in the blind!"
New School players are also limited to their senses... we just tend to give context to their senses. "Hey, that smells like rotten eggs" gets a bit of detail added "And you know that unless there is a trash pit nearby, that usually means a demonic prescence". It is adding to the mentality of the Character, because the player's are not actually in the world. I don't get the luxury of actually knowing the full political situation in a fantasy land over the last 100 years... I'm busy with my real life 99% of the time. That's why it is appreciated when we get a "and your character would know what that means"
An Old School player would know what something means without the free pass from the DM. This is the big difference.
 

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An Old School player would know what something means without the free pass from the DM. This is the big difference.

This is simply elitism. The statement is absurd. It fabricates an intellectual superiority without any factual backing. It has no basis in reality.

It is easily dismissed by the simple overlap that the two share. Where many play both. Where we can look at tables across the D&D spectrum and find exceedingly intelligent individuals.

We can cite studies showing the TTRPGs enhance academic performance regardless of style. We know famous authors, professors and scientists play D&D. We see incredibly smart people playing on actual plays featuring "new school" games.

This statement is objectionable, in my opinion, and disparages thousands of individuals.
 

This is a big Old/New split. It's gamist vs reality simulation. In Old School a player simply tries and action, in New School the player macks a mechanical game move.

You aren't addressing the point at all. This sort of thing can happen even in "new school" play, for example I had a DM who had us traveling in a blizzard, and got frustrated with us when we were just picking directions to move at random. But we told her that we literally had no idea if there was even a difference between the different paths we were taking. So, with no ability to discern any difference, which path we took didn't matter, because they were essentially the same path.

And I find it utterly bizarre that you don't see the issue in old school style of "just try an action" coupled with "and any careless action can immediately kill your character".

Informed?

Yes, making an informed decision is a major component of making a decision.

Well, no one is limiting you as you are free to learn and expand your real world knowledge. You can even goggle it. Though many players don't want to do this. So a player wants to role play an ancient wood elf druid, but wants to do it with zero effort or preparation. To me, this seems to be all on the players choices.

And this is elitism. Flat out. I love DnD, I spend far too much time playing DnD. I shouldn't be required to pick up six other hobbies just to effectively play DnD. And, I know you are about to say "then just don't play a druid" but that's the point. We are limiting character choices by real-life knowledge and limitations, which is bad.

No one forces you to. Your free to play a "clueless" character. Some OS DMs are fine with a player just saying "oh, my character says stuff" when needed and moves the game along.

This is also why I said OS is harder, has more Role Playing and is more intense. Compare::

Old School: When the character meets a group of wood elves the player must talk to and interact with them in real time. The player must use the game lore, elf lore, and nature lore to say relevant things. So the player could say "Fair weather bark brothers. I am far afield from the roots of my ancestors, seeking a vile orc. Might our branches touch, before we go are own ways?" Now there is a lot to unpack in those chosen words and phrases.

New School: The player rolls and makes a check and their character talks to the other wood elves.

Compare what? Do you think a New School player can't spout random lines? Of course they can. But they can also ask "hey, what do I know about Wood Elves" because it could be that your entire spiel there was just an insulting charicature to those elves, and then oops, you just made enemies because you assumed something.

Also, you said "other wood elves" which means that the player is a wood elf! On what planet would it be unreasonable for a player to say "Hey, I'm a wood elf, I should know some standard wood elf greetings right?" And as the DM, I can say "yes, and" while giving some overview, or I could say "Yes, what are they" and the player can then move forward with exactly the same thing the Old School player did. The only difference is the New School player isn't limited to only what they can recall about the lore, but can ask to be reminded about the lore their character should know. Because, again, we all lead very busy lives.

Honestly, this feels like a big difference between the playstyles. New School DMs are advocates for the players. This doesn't mean we coddle them. This doesn't mean we don't challenge them. This doesn't mean we play their characters for them. But we are absolutely willing to help them. Because the game is meant to be fun, not stressful, and there is no reason not to occasionally step up and say "You are right, you would know something about this, and here is what I think you would know."

Yes, but this is known as cheery picking. Sure if you compare a preschool crossword puzzle to one 'hard' Candy Crush level you get the result you want.

And your bias is showing again. First you compare old school to a crossword puzzle [Hard] and then to Candy Crush [Easy] which is like New school. Then you decide that when I say I have found easy crossword puzzles I must be talking about one's made for preschoolers who cannot read or write. When, actually, I was thinking about a crossword I was required to do as part of my training at a corporation, and not a small corporation, one that has offices in multiple countries.

But you can't imagine that a crossword for adults might be easier than Candy Crush, likely having never played more than a hundred or so levels of the game, because Candy Crush is for casual phone gamers and cannot be difficult, because it isn't made for real gamers.

Again, it is the base line everywhere...not sure why you don't see that?

Because you only bring it up when it is to disparage the other side, and only when confronted to you start referring to it as a baseline for everyone, everywhere.

Ok....but then what do you do?

The character comes to a puzzle lock on a door. How do they get past it? You don't give the player a real puzzle for them to solve for real, right? You just have the player mack a check and the character solves the puzzle, right?

Or are you just pointing out you don't give the player the answer to the puzzle as there is no puzzle and no answer. Your 'puzzle' is just a game DC description. So you can't give an answer to that. The character just solves the puzzle and neither the DM or player know any of the details.

Since the details matter, let's look back at that Temple, where I did have a puzzle door of a sorts.

The room in the temple had 6 pillars, and the passageway on the far side was blocked by blades of toxic energy. There were pictures carved onto the pillars, but the details of the pictures were clues as to the true nature of the evil hiding in the temple, not for solving the puzzle. It was possibly, though likely deadly, to just rush through the blades, but no player attempted it.

The players did investigate the pillars, where I told them that the pillars could be rotated. When they rotated the pillar, a small amount of toxic energy was released (1d4 damage as a baseline, increasing with each time they had been hit by the damage) and the blades were noticeably smaller. I had also made sure to note and draw their attention to an odd ring at the top of each pillar, which was a clue to use the mancatcher they had found to shift the pillars without taking the damage. They ended up using either the artificer's companion who was immune, or the wizard's mage hand to spin the pillars.

So, how do I do it? I give them the details of the puzzle. I highlight anything that is easy enough to see visibly, and I let them poke around. If they want to roll for details, I let them do so and inform them of what they can determine. I keep any damage caused by the first few steps of the puzzle low, more as a signal or warning than anything dangerous. Also note, spinning the pillars only sort of solves the puzzle. It is a viable solution, as would have been finding a way past the blades without spinning the pillars, but there was a second layer of the puzzle, where they could make things easier for themselves by applying clever thinking, which they did. And, the true nature of the "puzzle" was a religious ceremony which revealed deeper insights into the threat they faced within, not barring their path forward.

No....Old School IS that will work. You need to drop the close.

You didn't answer my question or address the point. It sounds like what you are advocating is having a single solution to a problem. This is deeply problematic in the design of challenges, because it inherently leans the designer into only accepting the answers they have considered. This gets discussed consistently as a poor way to handle challenges.

It is worth it to do a quick interview with a potential new player to make sure they are a good fit for the DM and game. Not everyone is.

Sure I'll give them a puzzle or a logic problem or a story problem. And if they say "bru, I don't want to think so hard! I just want to roll dice and kill monsters!" I know that person is not a good fit for my game.

Yep, I wouldn't even bother attempting to fill them out. And I wouldn't say "bruh, I don' wanna think" like some stereotypical 90's surfer-bro. I would say, "I came here to play Dungeons and Dragons, not take tests to prove my worthiness. If you need an intelligence test to find me worth playing with, I want nothing to do with your game. Have a good day. Sorry for wasting my time."

And again, you are showing disdain, because you are imagining the new school player as thoughtless, uncultured, and not interested in the actual game.

I guess some weak OS DMs might say something like that.

sigh and now calling people who play differently than you weak. Can you not be elitist for a moment?

Well, it is fun for some people...it is not for everyone. And in an Old School game it does matter.

Remember Old School is the harsh near reality simulation. Old School often put is huge emphasis on PCs vs nature and survival. So, in such a setting there is not fresh water everywhere.

You mentioned Dark Sun, but I guess you have never played Old School style.

Missing the point entirely. The point was, if everyone handles everything properly.... nothing happens. Properly tracking and keeping up on your water, through whatever means you devise means that... nothing happens. There is no possible reward, and you cannot inflict the penalties that often seem to be the goals of these systems. Your best result is... nothing. So what is the point of doing all the work, instead of just assuming it is done properly? I have achieved the same mechanical end, and opened up space to do literally anything else beyond filling out a water consumption spreadsheet.

Well, the counter is why must the DM remember each of the characters items?

And doing something every time is just part of Hard Fun.


There is a thin line between being careful and paranoia.

I don't think the DM should remember... but by that same token, if they aren't paying attention and remembering, then they could end up making one of those decisions you keep attributing to bad DMs who don't know how to play properly. And, no, I don't find nagging the DM to remember everything my character can do to be "hard fun." It isn't fun to do, it isn't fun to experience. IT isn't fun.

It matters if the DM says it matters. Most OS DMs don't just "decide" something will happen no matter what the character do. It is a path towards something that will happen if the characters take no direct action to prevent or stop it. And yes, very often the characters can't stop an action....like their drinks will be poisoned, but they can stop it from effecting their character directly.

Unless the DM decided that this time it was something that they couldn't plan for. Then they can't stop it. Or if they change the rules on a whim, then they can't stop it.

It's a choice of play styles....the Harsh Cruel World vs Happy Go Lucky. It's the Ant vs Grasshopper. It's be prepared for anything vs Weeeeeee fun! Some people have a stocked Emergency Kit in their car and some people have nothing of the sort. Some people have a Bug Out Bag....and some people don't. Some people have Disaster Plans with a rally point and some people don't.

Elitist BS again, on top of a false dichotomy. I don't play DnD to be forced to be a doomsday prepper. And the fact you want to continuously degredate the New School style of play as careless, happy go lucky, like that grasshopper who died of starvation in that fable... really, it speaks more to your mindset than the people who reject what others are calling Old School.

Well, this can depend on the setting. And the rest would be Old School game play.

New School: The group gets invaded to the Barons' table. They go. Roll some social interactions. And the game moves on to whatever is encounter next.

Old School: The game starts with the invitation. It's highly unlikely an Os group would just say "okay-day we go and party". They will dig a little deeper. Why were they just suddenly invited? Why did the baron pick them? Why now? What is really going on? This is a ton of game play and even more role play before the character even get close to going to the dinner.

Those are all questions that a New School group would ask. Stop insulting a style you clearly have no idea how it really works.

This covers both "giving away information" and "giving the players a free pass".

When the players just roll for information you give it to them in a couple of minutes. So when you say "bob went to school X" and then a minute or two later say "Fred went to school x" , most players can say "Hey". And you just tipped your hand and ruined the mystery with a couple rolls of some dice.

And if I did that, the point of the adventure wasn't to have it be a mystery. If I want a mystery, I don't make it something that they can figure out from a single connection point. Again, you don't understand the style, and you just leap to the least flattering conclusions.

I OS does agree it is more fun for the players to have a chance to discover things...but only be doing real work and effort and role play and game play. In OS gameplay, the characters are continuously learning things about the game world. And most OS players take lots of notes. This gives them a wealth of knowledge to draw upon as needed.

And it is so NS for the NS DM to give a wink or nod or hint or just come out and tell the players "this is safe" or "this is not a trap". So then the players can just do whatever carefree Of course, then you have to do the other side too. So when something might be harmful or a trap the NS DM has to wink, nod, hint or just say so.

Missing the entire point yet again. And constantly telling me my players and myself do not do real work, put in real effort, roleplay, play the game, or take notes.

It is Hard Fun for Old School.

And the way to be better than everyone else, if the rest of your posts are any indication.

So Character Death is Fourth worst?

Is there a reason you want me to nail down precisely how bad Character death is? Do you have a point beside trying to trap me in a gotcha of "you think character's dying is a bad thing!"?

Sounds very Old School......"they feed me dung and keep me in the blind!"

Yeah, that was the point. And that was not a compliment to the style.

An Old School player would know what something means without the free pass from the DM. This is the big difference.

Elitist BS
 

.So, it ends up being that, unless you taking deep treks where you will have 20 or more combats between visits to any town, and no enemies carry arrows, and you can't fletch your own arrows at camp... then it is just the occasional 3 to 5 gold in town every few levels. And this is with the strictest ammo rules. Even something as minor as letting a quiver hold up to 100 arrows (something I've seen) renders this an even more moot point.
This is where the context of the whole game play matters.

New School: Any combat only takes a couple rounds and there are only a set low number of encounters per day. Plus you have encounter abilities. And short rests to reset abilities. And the base characters are made to be flashy super heroic and more powerful then foes. And everything else under Balance and Fairness.

Old School: Hhahahaha. We will start with Unbalanced and Unfair. Combat often takes a lot of rounds, and there is no real encounter limits per day. No encounter abilities. No short rests. No resets. The base characters are made to be gritty heroes.

Also, the recover 50% of shot arrows is common to both....except:

OS takes into account details, common sense and the simulated reality. So if you shoot 10 arrows off a ship at a sea monster...those arrows are gone forever. The idea that the archer will swim around in the ocean and find the still good arrows is beyond dumb.

NS in the same encounter...well the archer just Alters Reality and gets five arrows back because page 11 of the rules says so.

You aren't addressing the point at all. And I find it utterly bizarre that you don't see the issue in old school style of "just try an action" coupled with "and any careless action can immediately kill your character".
Well, first drop the idea that every single action is life and death. Even in OS like 75% of actions are not. It is a possibility, not an always.

So ok, lets take an action.

OS: The player just describe what and how they try and do it and does not worry about the rules. The DM decides if and when rolls are needed, if the rules are followed, if the DM has some homebeew rules or anything else on a whim. As you might say: the player can not make an informed decision based on the mechanical game rules....they just simulate a role play.

NS: Everyone has The Rules out and are on that page...often literally. The player does the exact mechanical effect in the rules to get whatever mechanical effect in the rules they want per the rules. The DM nods along and follows the rules, doing whatever the rules say the DM can do.

Yes, making an informed decision is a major component of making a decision.
Except your jumping to the gamist mechanical rule decision only. The player can't make a decision unless they know the rules.
And this is elitism. Flat out. I love DnD, I spend far too much time playing DnD. I shouldn't be required to pick up six other hobbies just to effectively play DnD. And, I know you are about to say "then just don't play a druid" but that's the point. We are limiting character choices by real-life knowledge and limitations, which is bad.
It's not. You'd think that if a player did want to be a druid...they would have some interest in nature. Seems odd that a player would be just a blank slate and then randomly see the word 'druid' and say they love druids characters.

Unless your a gamist that is just playing a druid character for their pure mechanical game rule abilities. But then Role Playing Acting should not matter to such a player.


Compare what? Do you think a New School player can't spout random lines? Of course they can. But they can also ask "hey, what do I know about Wood Elves" because it could be that your entire spiel there was just an insulting charicature to those elves, and then oops, you just made enemies because you assumed something.
Sure, anyone can say random lines. But maybe you missed the point that the lines were not random? This is an example of a player knowing about the setting, lore and real life related things and then using all that to say some lines.
Also, you said "other wood elves" which means that the player is a wood elf! On what planet would it be unreasonable for a player to say "Hey, I'm a wood elf, I should know some standard wood elf greetings right?" And as the DM, I can say "yes, and" while giving some overview, or I could say "Yes, what are they" and the player can then move forward with exactly the same thing the Old School player did. The only difference is the New School player isn't limited to only what they can recall about the lore, but can ask to be reminded about the lore their character should know. Because, again, we all lead very busy lives.
Right, Old School is harder. In Old School it is expected that players remember a lot of details and information. And also take notes. And then the Old School player must be able to use all that knowledge in game play. It's hard....

While the New School player...well, they just relax. Should they want to know something they just tell the DM to tell them or make a check to have the DM tell them or just make a check to have their character do it. Easy street....
Honestly, this feels like a big difference between the playstyles. New School DMs are advocates for the players. This doesn't mean we coddle them. This doesn't mean we don't challenge them. This doesn't mean we play their characters for them. But we are absolutely willing to help them. Because the game is meant to be fun, not stressful, and there is no reason not to occasionally step up and say "You are right, you would know something about this, and here is what I think you would know."
This is one of the big differences. Whatever you define as that "help" are things an Old School DM would almost never even consider, much less do.
And your bias is showing again. First you compare old school to a crossword puzzle [Hard] and then to Candy Crush [Easy] which is like New school.
I would point out, again, that easy does not equal bad. Hard does not equal good. They are just different. Chess is a Hard Game and Checkers is an Easy Game.

So, yes, like above it is:

Harder Old School for the player to look up, read and remember information outside the game. Remember that information. Take notes. Have the skill to recall all that information and beable to use it in a constructive way during game play.

Easier New School the player they just tell the DM to tell them or make a check to have the DM tell them or just make a check to have their character do it.

It is hard to read a 300 page book on dark ages weapons; it's easy to just ask a DM "what does a mace look like?"
But you can't imagine that a crossword for adults might be easier than Candy Crush, likely having never played more than a hundred or so levels of the game, because Candy Crush is for casual phone gamers and cannot be difficult, because it isn't made for real gamers.
I guess this is apples and oranges. Note Candy Crush level 500 is brutal....
Since the details matter, let's look back at that Temple, where I did have a puzzle door of a sorts.
I'd point out again this is Old School Style seeping into your game. See how it took you three paragraphs to describe it in detail?

The NS would be the "roll a check to solve the puzzle".

You didn't answer my question or address the point. It sounds like what you are advocating is having a single solution to a problem. This is deeply problematic in the design of challenges, because it inherently leans the designer into only accepting the answers they have considered. This gets discussed consistently as a poor way to handle challenges.
Old School is much more about any witch way you can.
Yep, I wouldn't even bother attempting to fill them out. And I wouldn't say "bruh, I don' wanna think" like some stereotypical 90's surfer-bro. I would say, "I came here to play Dungeons and Dragons, not take tests to prove my worthiness. If you need an intelligence test to find me worth playing with, I want nothing to do with your game. Have a good day. Sorry for wasting my time."
It's good to find players that will fit into your game. I know two NS DM that don't use hit points at all...I would never game with them.

And again, you are showing disdain, because you are imagining the new school player as thoughtless, uncultured, and not interested in the actual game.
Well, again, it can be any player. There are plenty of Old School players that just show up for a game and are clueless. There are players that show up with no character sheet, no dice and don't know the rules and are like "lets game!"

Missing the point entirely. The point was, if everyone handles everything properly.... nothing happens.
Old School is harsh. It's a lot more PC vs nature and PCs vs supernatural.
I don't think the DM should remember... but by that same token, if they aren't paying attention and remembering, then they could end up making one of those decisions you keep attributing to bad DMs who don't know how to play properly. And, no, I don't find nagging the DM to remember everything my character can do to be "hard fun." It isn't fun to do, it isn't fun to experience. IT isn't fun.
Remembering things is Hard, as I said.
Elitist BS again, on top of a false dichotomy. I don't play DnD to be forced to be a doomsday prepper. And the fact you want to continuously degredate the New School style of play as careless, happy go lucky, like that grasshopper who died of starvation in that fable... really, it speaks more to your mindset than the people who reject what others are calling Old School.
Again...there is no force. Playing Old School is a style. You don't have to play that way. The same way I would not have fun in a NS game.

I'm not assigning good or bad...you are.....I'm saying they are different.
Missing the entire point yet again. And constantly telling me my players and myself do not do real work, put in real effort, roleplay, play the game, or take notes.
You can do the same things....but be very different. Player one has two pages of notes and player two has one hundred. See the Difference?

Reading 12 books is a real effort...compare to say not reading anything at all.
Is there a reason you want me to nail down precisely how bad Character death is? Do you have a point beside trying to trap me in a gotcha of "you think character's dying is a bad thing!"?
Just to point out that it is a BIG thing. Remember when you said it was not and "other" things were worse. And then you oddly said you don't often do character death? Well, I'd point out that if it is not a big deal, why not have it happen often. But then you replied it is a big deal. So it kinda went around and around.
 

I do think this thread is funny for not having many mentions of actual "New School R[enaissaince/evival/evisionist]" games like SWORDDREAM, Songbirds, Troika, or FIST - that is, games with the design philosophy invented by OSR (which does not seem to have much actual representation in historical play, hence revisionist as it's a different way of reading previously established rules) but without feeling the need to constrain themselves to being yet another clone of DND 2e.
Not really sure why. That's very clearly not the topic. That's "OSR, but moving in new directions." This thread is about "what style or styles were prevalent that OSR fans wanted to move away from?"
 

And, if you do track and handle everything perfectly... then nothing happens.
This is the fundamental problem with most granular resource/logistic (e.g. weight or inventory management) systems. They're fiddly, complex, slow...and the "reward" for using them is that you don't have problems. This is, I think, the real reason why such things are mostly unpopular. Players enjoy tallying up numbers that reward them--"big number go up" is a meme for a reason--but tallying numbers that solely punish them when the numbers are bad, not so much.

Food and water are probably the only exception to this, and that's mostly because we know the visceral meaning of hunger and thirst. Even then, such "survival mechanics" often lose their luster pretty quickly if their only effect is "avoid penalties."

I'd really love to see serious game design put into trying to make survival, resource, and/or logistical mechanics that reward success, rather than only punishing failure.
 

This is simply elitism.
I guess I can try an explanation.

Old School: Player Sally makes a wood elf character. She asks me for more information about wood elves so she can play her character better. I give her three books to read about wood elves. Sally, on her own time, reads one of the books.

The next game session Sally uses all the real life knowledge she got through hard work and effort to role play her character in the game. Sally also took notes...and highlighted text in the book too.
New School: Ben makes a wood elf character.

The next game session,, when Ben needs to know something game related, he asks the DM or makes a check to have the DM tell him the information or makes a check to have his character know and use it.

Guess I'm the only one that sees a difference?
 

I guess I can try an explanation.

Old School: Player Sally makes a wood elf character. She asks me for more information about wood elves so she can play her character better. I give her three books to read about wood elves. Sally, on her own time, reads one of the books.

The next game session Sally uses all the real life knowledge she got through hard work and effort to role play her character in the game. Sally also took notes...and highlighted text in the book too.
New School: Ben makes a wood elf character.

The next game session,, when Ben needs to know something game related, he asks the DM or makes a check to have the DM tell him the information or makes a check to have his character know and use it.

Guess I'm the only one that sees a difference?

You seriously expect someone to read 3 books, study them to the point that they have all the details memorized in order to play a character with pointy ears? You don't understand that 99.99% of DMs, old school or new school don't expect graduate school level of knowledge on your chosen head cannon?
 

What we've learned from this thread:

Old School: Harshly judges and believes itself to be superior to the things they call New School.

New School: Harshly judges and believes itself to be superior to the things they call Old School.

Tribalism: it's what's for dinner.
 

What we've learned from this thread:

Old School: Harshly judges and believes itself to be superior to the things they call New School.

New School: Harshly judges and believes itself to be superior to the things they call Old School.

Tribalism: it's what's for dinner.
I mean, I don't harshly judge things called "old school," whether by me or by others. I spoke highly of funnels earlier, and I think that the design ideas that were paired up with GP=XP are very sharp, even if that's not my preferred take.

What I do judge harshly is when a game that bills itself as embracing many styles specifically enforces "old school" play. Which is one of my major problems with 5e. It doesn't do this consistently (e.g. it's much more "new school" for resource management, something "old school" fans have every right to complain about), but it absolutely enforces several "old school" approaches that are deeply frustrating to me.
 

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