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Defining "old school" by vote

What defines “old school” D&D style?

  • PCs played as characters with distinct personalities

    Votes: 25 19.7%
  • PCs used as playing pieces with no real personalities

    Votes: 42 33.1%
  • DM as antagonist

    Votes: 53 41.7%
  • DM as referee

    Votes: 61 48.0%
  • DM as lead story teller

    Votes: 13 10.2%
  • Dungeons with no “ecological” sense, just full of monsters to slay

    Votes: 81 63.8%
  • Adventures with backgrounds and plot

    Votes: 25 19.7%
  • Vast treasure hoards and plenty of magic items

    Votes: 44 34.6%
  • Sparse treasure and rare magic items

    Votes: 39 30.7%
  • Vast campaign worlds for the PCs to live and grow in

    Votes: 32 25.2%
  • Continuous dungeons for the PCs to crawl and hack through

    Votes: 61 48.0%
  • Byzantine and arcane rules

    Votes: 58 45.7%
  • Easy and lite rules

    Votes: 27 21.3%
  • Years on a calendar (dates when material was published)

    Votes: 48 37.8%
  • Years in the gamer’s personal age (age at which he started gaming)

    Votes: 21 16.5%
  • Years in a gamer’s gaming experience (first few years of playing the game, regardless of age)

    Votes: 14 11.0%
  • Playing adventures published by TSR

    Votes: 42 33.1%
  • Playing adventures created by the DM

    Votes: 29 22.8%
  • Generally good

    Votes: 39 30.7%
  • Generally bad

    Votes: 25 19.7%

From here on, I’m going to use the term “classic” instead of “old school.”

I wonder how much our thoughts on classic D&D is influenced by what classic D&D materials we started with, and in what order we experienced them.

For instance, for me, my very first experience with D&D was with Basic D&D, exploring module B1 In Search of the Unknown. In total, my early exposure (playing or just reading) to classic D&D published materials came about approximately in this order (there was some overlap):

Basic D&D rule book
B1 In Search of the Unknown
B2 Keep on the Borderland
U1 Sinister Secret of Saltmarsh
AD&D1 Fiend Folio
AD&D1 Dungeon Master’s Guide
A1 Slave Pits of the Undercity (we first played/ran both A1 and U1 with BD&D rules)
AD&D1 Player’s Handbook
AD&D1 Monster Manual
Dragon Magazine
. . . then more AD&D1 modules, but most of my play was DMing or exploring homemade adventures.

Do you think the order we saw/read/experienced D&D materials plays a large role in how we define classic D&D now?

For instance, I would imagine my definition would be very different than someone who experienced materials in this order:

AD&D1 rules
Tomb of Horrors
White Plume Mountain
Ghost Tower of Inverness

Bullgrit
 
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