Is "Old School" Overrated?

So I'm asking the question is Old School overrated as it has come up in the "Dealing with an "oldschool" DM" thread (here)
Hmm. Well, I'm the old school grognard in that other thread, so I suppose it's OK for me to chime in here.

I am right now sitting here looking at my original red Basic D&D softcover rule book. The copyright is 1980. I was 9 then. I can tell you that there are some things that I dread about this old game. In particular, on page 5, the rules for creating a character are mean. Roll 3d6 for each ability in order, then pick which class you want based upon your best ability... if you even have a good ability from those rolls.

Also, elf is a class?

Also, the fragility of characters is astounding. You can die from a dog sneezing on you. Being a bit of a simulationist (rather than gamist), I like the fragility, as anyone in the real world who has done sword fighting will tell you that it's brutal and quick. However, it's so realistic that it makes the game unfun for me to a small degree. Small changes (such as the 3rd edition rule that you have max HP at 1st level) were enough to mitigate most of my concerns there.

Having said that, there are things about old school gaming that I am very attracted to. A couple of days ago, I had lunch with my friend Paul, and the conversation turned to the old module, White Plume Mountain. We talked about what made it great, and for me, the thing I liked was the notion that I had no idea what these monsters were. It was one of my first adventures as a player, and walking into a tiered room with a different monster on each level was like an "amusement park for adventurers." For all I knew, any of those monsters would insta-kill my character. I couldn't say what they did, couldn't gauge their deadliness, etc. We were sooooo careful and curious.

Also, the negotiation with the DM was a big deal. There were no feats, no pre-defined tricks. If you wanted to run up the side of the wall to get around the enemy and then wallop the monster on the back of the head, you didn't cite the Wallrunner feat, you described the action to the DM and then he would tell you something like, "Hmm... that's difficult... so it probably takes Dexterity and Strength... let's say, roll a check for each and if you pass then you accomplish it and may take a swing." If the DM was too generous, you ended up with characters being ridiculous. If the DM was too restrictive, you ended up doing nothing but the barest of actions, really boring. Part of the fun of the game was talking about DMs and finding out who was the best.

As I said in the other thread, what I've just described is a nightmarish tyranny to some nowadays. The idea that the DM will make stuff up and you can't double-check it or confirm it? Terrible for some. Back then, it was all we knew, and we liked the game, so we talked about DMs and enjoyed ourselves. It wasn't adversarial or the kind of thing where we would accuse the DM of being on a power trip -- it was just expected that the DM did have power, so he wasn't tripping at all.

The game was also less about combat back then, which is an odd thing to say. It also wasn't much about roleplaying and diplomacy, either. Back then, treasure = XP. Monsters not so much. So figuring out that each player had to stand on the head of a statue in each corner of the room, while a 5th character pressed a button in the middle of the room (or a character sitting on a statue used a 10' pole to press it), well, that was more like it. We had to solve riddles a lot. Pick traps a lot. Jump ledges, pull levers, etc.

We were very cautious about what we did. Say the wrong thing and the DM would unleash a poison trap that insta-killed you. You don't say, "I check the statue for traps" because checking = trap goes off. You say, "I look at the statue without touching it. Do I see any obvious depressions or lines that might imply a button exists?"

I recently played the game Mage, and I was happy to note that it included some of the same concepts. You have powers that are broadly defined, and you basically work with your DM to shape those powers into spells. His job is to arbitrate, to make sure powers don't get out of hand, but also to make sure that the powers do provide some forward momentum to the module. You cannot rules-lawyer the GM in a Mage game, because the game specifically has "THE GM GETS TO DECIDE" as a core rule concept. To me, I found this returned me to a place where everything was exploratory, experimental, and enjoyable.

All these things have stuck with me. They were fun then, and I still enjoy it now, even if many don't. I run modules that have a high number of traps or tricks. I revise almost everything so that players cannot assume anything about monsters or treasure. I use rare monster books that most people don't own (such as Denizens of Avadnu) so that players are surprised. I apply templates or advance the monster or give it class levels. I reward shrewd players and allow bad things to happen to players who act rashly. While I've done away with most arbitrary insta-killing stuff, I will indeed kill characters at a spectacular rate if the players won't heed danger signs.

Also, this.

So to me, is old school overrated? Well, I don't know how its currently rated, so I can't tell if its too high or too low. However, what I can say is that there are elements of old school gaming that I not only prefer, but that without with, I won't bother to play or DM. Some old school is necessary, at least for me. Other parts of old school, such as THAC0, I can't stand.

Also, if you wish to file this under "mid-school gaming" -- there is one aspect of 3rd edition that I now have a taste for. That is, I like the twisty little mazes of character building. I like that a character can be built "wrong" and that making a good character is something to be commended. I like reading up on character builds and finding an unusually good application of a spell or whatnot.

Of course, I'm an INTP personality type, so it makes sense that someone whose brain is wired to get off on how things could be improved would like such things. :)
 

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I am on record as thinking that the Old/New school thing, as I perceive it most often presented here and some other places on the web, is a false dichotomy that is more of a hindrance than an aid to understanding what folks like to do when they sit down at the table.

And, aside from what I find to be a division that doesn't match reality, as a practical matter trying once more to chop the world into Them and Us causes bickering and ill-will.

So, I find the sub-genre definitions to be overrated, I guess.

I respectfully disagree. What you are describing is the defining problem of using a language to speak. That this is so does not mean that we must all remain silent because no use of language allows for only one meaning.

Moreover, Old/New School is not a dichotomy (and therefore cannot be a false one). A thing can have both characteristics of old school and new, and can be a thing apart from either. It is only when viewed as a black & white, either/or proposition that problems occur.

IMHO, at least.

Finally, I have noticed that OS/NS need not creep into a thread before bickering starts. Blaming our bickering on OS/NS seems to fly in the face of what the InterWeb all too often is........Bickering Central.

@ the OP:

OS is overrated when something becomes good simply by virtue of being OS. The same is true of NS, or of anything else.

It is not overrated where it offers actual advantages to a person's preferred playstyle.

My preference is a fusion of OS & NS elements, each used where they bolster my preferred game, and each carefully dismissed where they interfere with the same.


RC
 

I respectfully disagree.

As is your right. I believe we have had much the same conversation before. Shall we have it again for the edification of those who missed the earlier iteration?

What you are describing is the defining problem of using a language to speak. That this is so does not mean that we must all remain silent because no use of language allows for only one meaning.

You greatly overstate the case, as if it were not possible to feel these particular words are problematic without finding all language to be problematic.

Moreover, Old/New School is not a dichotomy (and therefore cannot be a false one). A thing can have both characteristics of old school and new, and can be a thing apart from either. It is only when viewed as a black & white, either/or proposition that problems occur.

Well, here's the thing - this is largely my point. The actual gaming styles are not a dichotomy. So much (or little) so that there is no actual natural division between them. If there's no natural division, there should not be a sub-genre distinction, IMHO. One can draw much understanding from comparing and contrasting genres, but drawing arbitrary lines in the sand confuses more than it enlightens.

However, the chosen terms, and their practical use on these forums, try to impose dichotomy. The terms "old school" and "new school" have been in use for decades outside of gaming, and they are used to express dichotomy (what was done before, as opposed to what is done now).

If you lack a demonstrably operational time machine, and try to tell me that "old" and "new" are not supposed to be a dichotomy, I am going to have to call you a ninnyhammer, and stop discussing this at all with you, as you will have proven the point that language is, in fact, useless.

If the intent was to discard the dichotomy, those terms should not have been chosen. Instead, I submit that they were deliberately chosen for that very purpose, as follows...

Finally, I have noticed that OS/NS need not creep into a thread before bickering starts. Blaming our bickering on OS/NS seems to fly in the face of what the InterWeb all too often is........Bickering Central.

The terms have disproportionate amounts of bickering associated with them. Rather like edition wars. That should not be surprising.

There are some few posters trying to engage in constructive analysis on these lines, and I thank them for it. However, both historically and in practical terms, the OS/NS divide is primarily yet another variation on edition warring, with the edition numbers scraped off and general timeframes taking their place. It is less immediate, and so less vitriolic, than edition warring, but the logical character is the same. More division, less searching for commonalities.
 

- retro stupid (as identified by Jeff Rients; it has roots in the irreverence of Tunnels&Trolls and the free genre-mixing of Arduin)...
Thanks for the link! Jeff's model is all sorts of awesome. For the record, my games would be Stupid/Pretentious. I'll take that over --pardon me while I suppress a chuckle-- 'Gygaxian naturalism' any day of the week.

(I can't help but think EGG himself would have chuckled over that particular phrase).
 

I was discussing my original gaming experiences with some folks of late (having started back in 1976, if I remember right).

I started with the Three Little Books ... and absolutely no guidance. I was the only guy in town with the game, so it was a steep learning curve. Eventually I had access to things like The Dragon and the first couple of adventures, but they just seemed ... silly. So, essentially, I stopped taking D&D seriously and ran it as a large joke in an impossible dungeon, but following the deadly rules. So, black humour at its best.

I eventually ran in a few other peoples' games, very Old School. They puzzled me; essentially everyone seemed to run dungeons that appeared for no reason stocked with monsters for no particular reason where adventurers came in for a lot of treasure ... and it was difficult to tell whether the wider world even knew. So, once again, I didn't take it particularly seriously. This probably explains why I left when AD&D came out and went to other games.

Still, I came back for 3e ... and saw all the calls for Old School Games.

Nah, probably not for me. Old School basically meant taking the game not too seriously, turning off the brain as to why things are the way they are and why the monsters never bother to use the treasures in the chest. At that point, I'd probably simply head over to Paranoia...

Diff'rent strokes, diff'rent folks ... glad to see that others enjoy it.
 

"Old school" is not overrated, it is a nonsense term.

"Old school"
- single large dungeon with no care about ecology
- hack and slash, always attack the monster
- lots of loot and magic items
- no role playing
- byzantine rules
- antagonistic DM

"Old school"
- extensive campaign world
- thoughtful and cautious adventuring, avoiding battle when you can
- scarce treasure and rare magic items
- playing your character's personality
- easy and lite rules
- DM as neutral rules arbiter

To some, "old school" is a warm fuzzy name for something they like.

To others, "old school" is an insult for something they dislike.

And the irony is that they both might be talking about the exact same thing. Or they may be talking about to completely different things.

Bullgrit
 

As is your right. I believe we have had much the same conversation before. Shall we have it again for the edification of those who missed the earlier iteration?

If you like. Statements of the kind I was replying to are, IMHO, hazardous to leave unchallenged.

The actual gaming styles are not a dichotomy. So much (or little) so that there is no actual natural division between them.

A dichotomy requires, by definition, that there by an opposing and mutually exclusive distinction between the terms. The terms can have value, and be used, without accepting any such division. Indeed, there is a great deal of difference between saying "there is no dichotomy" and "there is no division".

drawing arbitrary lines in the sand confuses more than it enlightens.

The terms have disproportionate amounts of bickering associated with them. Rather like edition wars. That should not be surprising.

I would suggest that (as with edition wars) this is largely due to a perceived (or real) desultory denial of the other side's position. For example, there is no edition war where people are willing to accept that any given edition is going to have good and bad properties. Edition wars exist specifically as a direct result of the claim that (1) Edition X is without flaw, or (2) Edition Y is mostly flawed.

Both are, essentially, ways of saying "My game rocks of choice, and yours sucks poodoo." If you enjoy what you are playing (and if you do not, why are you playing?) it is a difficult cheese to swallow.

"OS does not exist" is exactly that sort of desultory denial. If nothing has changed (i.e., there is no division between OS and NS, and the term is meaningless), then those people playing OS games, or playing NS games in an OS way, are self-deluded. What they enjoy simply doesn't exist.

One can acknowledge the existence of multiple game/play styles without fighting over it. One cannot disavow their existence without starting a fight.



RC
 

"Old school" is not overrated, it is a nonsense term.


Please. One could make the same argument about 3e or 4e. Is 3e the core books plus some splats? Is it just the core? What if there are house rules....is it still 3e?

As I said, desultory denial.

It is not posts exploring OS ideas that cause bickering.....it is the acceptance of this sort of post without moderation. IMHO, of course. And I note that this includes any sort of desultory denial of non-OS ideas as well.


RC
 


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