Orius
Unrepentant DM Supremacist
I chose:
A lot of old school to me seems to be the type of game that was DM vs. players, and the first two answers fit into that. When the DM throws in a lot of arbitrary no save traps that he know will probably just bump a PC off and he using traps for just that purpose, you know you're playing old school. So really you justs keep playing the same PC with the only difference being the Roman numberal at the end of his name.
Monster-filled dungeons. That seemed to be the standard old school style. Of course story and plot is more recent, but not necessarily better since it often involved those rails.
Byzantine and arcane rules, AKA 1e AD&D.
At least that's the impression I get from all the people who say they ignored at least half the rules back in the 1e days because they made little sense.
I said adventures created by the DM because that's how it was back in the earliest days before modules. Though really, that probably isn't something that's old or new school, because I've never made much use out of modules myself.
Didn't answer on treasure. I wanted to pick the stingy option, because a lot of the RBDMs seemed to like being tight with treasure for balance reasons, but a lot of the official modules it seems were loaded down with loot.
- PCs used as playing pieces with no real personalities
- DM as antagonist
- Dungeons with no “ecological” sense, just full of monsters to slay
- Byzantine and arcane rules 31 42.47%
- Playing adventures created by the DM
A lot of old school to me seems to be the type of game that was DM vs. players, and the first two answers fit into that. When the DM throws in a lot of arbitrary no save traps that he know will probably just bump a PC off and he using traps for just that purpose, you know you're playing old school. So really you justs keep playing the same PC with the only difference being the Roman numberal at the end of his name.
Monster-filled dungeons. That seemed to be the standard old school style. Of course story and plot is more recent, but not necessarily better since it often involved those rails.
Byzantine and arcane rules, AKA 1e AD&D.

I said adventures created by the DM because that's how it was back in the earliest days before modules. Though really, that probably isn't something that's old or new school, because I've never made much use out of modules myself.
Didn't answer on treasure. I wanted to pick the stingy option, because a lot of the RBDMs seemed to like being tight with treasure for balance reasons, but a lot of the official modules it seems were loaded down with loot.