Ha, 2e scribble looks like Ron Jeremy, that is definitely an "old school" porno-stash.
Long before there was an OSR, I had a run in with a young cousin who had just discovered D&D. He was 13 or so and excited about his new hobby. Discovering I played set him off and he went on and on about it. I laughed a lot hearing him go on about his characters with lame names like Cohen the Barbarian or Boo-boo, and the fun they had chasing bar wenches, pick pocketing townsfolk (who turned out to be dragons or Elminster, of course), and big dungeon fights. I did not hear much about roleplaying or character depth or such things. He asked me about my game and I remember telling him that we played completely old school, being old school gamers from the 70s and 80s. He was impressed with our pedigree and my description of story rich games with roleplaying, character development and still the occasional bar wench.
I did experience a wave of nostalgia hearing the kid describe the same game (now using 3e) that I played back in the day using OD&D. The more things chance and all of that. I thought at the time it would be interesting to pick up OD&D and play the system with my group now, as grown ups and well past that stage of hot-headed, libidinal teens and preteens. I thought about how our gaming had evolved with age and experience, how we became more interested in our characters as characters, how our roleplaying (and the emphasis we placed on it) had grown from those humble beginnings, how much more we liked to play out a story then we did back then...
It also occured to me that my groups own evolution was not as forward as I liked to think it was. We hit a pretentious peak of roleplaying uber alles in our early 20s - 5 page background write ups, speaking in character only once the game began, arguments over whether or not the character would act in such a manner, demanding story driven plots that made sure to include everything from the backgrounds of the PCs, etc. Then we snapped back a bit, letting a bit more loose fun back into the game. We enjoyed some more laughs, took more pleasure in a big fight, made some OOC jokes, and found a more loose and fun, and ultimately mature gaming style that was a combination of our childish, and wildly fun, games of yore and our serious and deep gaming of our 20s. What was old is new, its really all the same.
The kid playing 4e now is the same as the kid playing OD&D back then. Ive introduced dozens of people to D&D over the years and almost all of them have followed the same, or near enough, pattern. The first thing they enjoy is the neatness of the character sheet with all its numbers and places to put them, the dice, using them to bash monsters and collect treasure and items, then they find more value in the story and the character, then largely snap back to that happy medium where fun is the focus and a group that stays together awhile finds a happy medium that fits each individual player pretty well (serious enough for the roleplayer, enough action for the hero type, loose enough for the casual guy, etc.)
What gets my panties in a bunch is the idea of some 19 year old kid telling a 40 year old 4e gamer that has been playing since Chainmail that his Labyrinth Lord game is Old School and the 40 year old is playing a dumbed down game meant for kids and video game players.
There really is no Old School-New School. How can a system produced in 2004 by some guys who have 30 years of gaming and design development to draw from, utilizing the OGL and other aspects of modern gaming be "old school"? Its as new as they come and its still just about finding that happy medium where the group has fun and the way they want to play the game is represented. You can play a video-game like (whatever that is) game using OD&D or an old school mega-dungeon with 4e or a RP-fest with BECMI. And we did all these things. The evolution of D&D came about by people playing the game. Everyone uses house-rules. Dragon has thrived for 30 years publishing house rules and variants from the gaming community at large. Popular house rules spread and found their way into each new edition. Gamers evolved the game, not some shadowy corporate cabal passing decrees from on high. Game designers were and still are, first and foremost gamers.
This old school-new school divide is just that, a divide. We have this tendency, especially here in America I think, to categorize and divide even the smallest niche group (like gamers) into smaller and smaller divisions and then imagine that those other guys are so far removed from our viewpoint as to be entirely irreconciable. And people will defend this gulf, vehemently. The rabid old school gamer who despises all things WotC (and spends hours a day on the internet telling everyone just this) and the fresh from the farm 15 year old 4e gamer have far more in common than either of them do with people who do not engage in imaginative roleplay at all. It really is sad to me that this divide exists, that people defend it, that someone will probably quote something above and go after how the old school games are nothing like the new school. We have already seen it in this thread with snide comments from some about 4e having no roleplaying or condescending tips on how to make your old school game new school. When the truth is, many of us started as kids swinging swords, picking pockets and rolling for hookers.