Well, I think play-styles and GM-ing styles changed precisely because some players found the 'old school' style a complete chore. If everyone had loved it we'd still all be playing that way, but some people bring other values to their games.
The example in the link shows a player 'checking' for a trap because he is 'suspicious' in a place where there is a pit. It's typical of games of this style to give examples which allow a character to succeed and make the play and mechanics look like they work - but to disguise the fact that they only work because of the specific set-up in the example.
Why had the player not checked 10 feet back? Would that not also be 'good play'? What about the 10-feet before that? And before that? Do you want to play that scene out for every single 10-foot section of corridor? If you do, fine. I don't.
Frankly, I can't think of anything worse than having to check every door, corridor, hinge and torch bracket with a pole and waterskin and torch and bag of dust to ensure my character's survival. Utter dullness for me. If others see it as 'good play' - more power to them.
But if I play for 4 hours, I want important things to happen in that 4 hours. I don't want to spend two of those hours inching down a corridor behind a paranoid thief.
IMO it doesn't take 'skill' to find a thing in an arbitrary place, it takes grind - relentless, repetitive checking. I think it's easy to look back 30 years with a sense of nostalgia but, for me at least, the reality of gaming in the early 80s is best left long behind.
As for rules.... rules are the mediator by which the GM and players agree what's happening in the fiction. More rules means more mediation in more situations. Some players and groups like that certainty. Others don't feel they need it.
But I simply don't buy that 'old school' games had fewer rules. It's demonstrably untrue. I was flicking through the original DMG yesterday - and there's a table for EVERYTHING. Gem value, morale levels of retainers, matrix grids of results for psionics, the effect of Bigbys Crushing Hand on castle fortifications... jeez, where's the room for GM improvisation in that lot?
The example in the link shows a player 'checking' for a trap because he is 'suspicious' in a place where there is a pit. It's typical of games of this style to give examples which allow a character to succeed and make the play and mechanics look like they work - but to disguise the fact that they only work because of the specific set-up in the example.
Why had the player not checked 10 feet back? Would that not also be 'good play'? What about the 10-feet before that? And before that? Do you want to play that scene out for every single 10-foot section of corridor? If you do, fine. I don't.
Frankly, I can't think of anything worse than having to check every door, corridor, hinge and torch bracket with a pole and waterskin and torch and bag of dust to ensure my character's survival. Utter dullness for me. If others see it as 'good play' - more power to them.
But if I play for 4 hours, I want important things to happen in that 4 hours. I don't want to spend two of those hours inching down a corridor behind a paranoid thief.
IMO it doesn't take 'skill' to find a thing in an arbitrary place, it takes grind - relentless, repetitive checking. I think it's easy to look back 30 years with a sense of nostalgia but, for me at least, the reality of gaming in the early 80s is best left long behind.
As for rules.... rules are the mediator by which the GM and players agree what's happening in the fiction. More rules means more mediation in more situations. Some players and groups like that certainty. Others don't feel they need it.
But I simply don't buy that 'old school' games had fewer rules. It's demonstrably untrue. I was flicking through the original DMG yesterday - and there's a table for EVERYTHING. Gem value, morale levels of retainers, matrix grids of results for psionics, the effect of Bigbys Crushing Hand on castle fortifications... jeez, where's the room for GM improvisation in that lot?