I found it an interesting and valuable reminder that, despite the claims of some of the more strident OSR folks, that mode of play is not the only 'old school', or the One True Way To Play D&D As Intended by Gygax Himself.![]()
It appears that you are claiming either that "the more strident OSR folks" claim that "the One True Way To Play D&D As Intended by Gygax Himself" includes
- very rules-minimal storytelling
- world-building
- individual, familial, and dynastic drama
- ways of including characters' ability to persuade, intimidate, compel allegiance or dread, and other aspects of social and emotional interaction
... for all of which the Original and Advanced games do indeed provide ...
or that in their stridently advocated "mode of play", actually "much of this is anathema in 'old-school' design", for which I have seen no evidence.
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Note that any "old school" did not become that until there was a "new school" in contrast to which to define itself. The Old School Renaissance is thus not particularly a renaissance of schools that (as schools) are necessarily very old.
The usual conceptual D&D "old school" (a very broad association of people who for diverse reasons prefer the old game) coalesced in opposition to philosophies that rose to prominence in the 1990s and 2000s.
Not surprisingly, it tends to approve rather than disapprove of things that are "old skool" in the sense of how they were "back in the day". However, there are nuances.
As with other things that were different in that day -- computer programming comes particularly to my mind -- both appreciation of the old ways and distaste for them, both skill at them and lack of talent, and both real knowledge and myths, are to be found both among old-timers and among young people.