But I disagree with the notion I've heard expressed by a number of gamers, particularly in the last few years, that 'old school' begins and ends with OD&D.
I don't think that at all. I've never played OD&D. I've never layed 4E, either. As for the other editions, I really like AD&D, 2E, and 3.5, all three of them.
But, I do think the skills and Feats and all the numbers on the 3.5 character sheet lends itself to what is described in the document as "modern gaming".
What I'm saying is, if you find yourself in that rut, there's no reason why you can't run a game using what the document refers to as "old school play" but still use modern day mechanics.
To illustrate what I'm saying, let's take the traps example in the article. Run the scenario as shown under the Old School Style.
"But...!!! What about my Spot skill!" The player says, "Did I put those skill points in it for nothing?"
No, Mr. Player, your character will still benefit, mechanically, from your high Spot rating, and you'll still be able to use it to detect traps and such. Except, now, the DM rolls your Spot secretly behind his screen and uses the result to guide how he describes the scene and answers your questions as you roleplay it out, Olde School Style.
Example:
GM: “A ten-foot wide corridor leads north into the darkness.”
John the Roguish: “We move forward, poking the floor ahead with our ten foot pole.”
GM: Is about to say that the pole pushes open a pit trap, when he remembers something. “Wait, you don’t have the ten foot pole any more. You fed it to the stone idol.” [if the party still had the pole, John would have detected the trap automatically]
John the Roguish: “I didn’t feed it to the idol, the idol ate it when I poked its head.”
GM: “That doesn’t mean you have the pole back. Do you go into the corridor?”
John the Roguish: “No. I’m suspicious. Can I see any cracks in the floor, maybe shaped in a square?”
HERE, THE PLAYER HAS BASICALLY CALLED FOR A SPOT CHECK. THE GM ROLLS THE SPOT BEHIND HIS SCREEN AND GIVES THE PLAYER NO IDEA OF THE RESULT--AS THE RESULT WILL BE ROLEPLAYED WHEN ANSWERING THE PLAYER'S QUESTIONS.
With a failing result, the DM will not offer any description the player does not ask for. He'll answer the player's questions, but the player has to be specific, and the DM will make discovering the trap as reasonably hard as he can.
With a successful result, the DM will be more willing to provide broad information based on the player's questions, and the rest of the scenario might go like this on a successful Spot check....
GM: “No, there are about a million cracks in the floor. You wouldn’t see a pit trap that easily, anyway.”
John the Roguish: “Okay. I take out my waterskin from my backpack. And I’m going to pour some water onto the floor. Does it trickle through the floor anywhere, or reveal some kind of pattern?”
GM: “Yeah, the water seems to be puddling a little bit around a square shape in the floor where the square is a little higher than the rest of the floor.”
John the Roguish: “Like there’s a covered pit trap?”
GM: “Could be.”
John the Roguish: “Can I disarm it?”
GM: “How?”
John the Roguish: “I don’t know, maybe make a die roll to jam the mechanism?”
GM: “You can’t see a mechanism. You step on it, there’s a hinge, you fall. What are you going to jam?”
John the Roguish: “I don’t know. Okay, let’s just walk around it.”
GM: “You walk around it, then. There’s about a two-foot clearance on each side.”
So....how would it be different if the secret Spot check had been failed?
It might go like this...
John the Roguish: “No. I’m suspicious. Can I see any cracks in the floor, maybe shaped in a square?”
GM: “No, there are about a million cracks in the floor. You wouldn’t see a pit trap that easily, anyway.”
John the Roguish: “Okay. I take out my waterskin from my backpack. And I’m going to pour some water onto the floor. Does it trickle through the floor anywhere, or reveal some kind of pattern?”
GM: “No, it just puddles there on the floor, making muddy seams between the cracks."
(See...this is hard on the player. The G\DM decides that, since the Spot check failed, that the Player's idea of trying water has a result that is not obvious as with the success example above. There is years of dirt and grim in those floor cracks, so thick that the water is not penetrating. Yet, the DM still gives the player an "out" by drawing attention, albeit slim attention, to the "mud" between the cracks. If the player catches on and pulls his dagger to scrap through the mud, then the DM should allow the water to sink down through the cracks.)
THIS IS WHAT YOU DO WITH A FAILED CHECK. YOU MAKE IT HARDER FOR THE PLAYER.
NOTE THAT A PLAYER CAN STILL USE HIS NOGGIN AND FIND A SUCCESS EVENTHOUGH HIS DICE THROW FAILED.
USE THE DICE THROW TO DETERMINE HOW YOU GIVE OUT INFORMATION, BUT STILL ALLOW THE PLAYER TO USE HIS PLAY SKILL TO OVERCOME SITUATIONS.
DON'T BE RULED BY DICE THROWS. LET ROLEPLAYING, FUN, EXCITEMENT, AND COMMON SENSE PREVAIL.
John the Roguish: “Hmm...no indication of a trap.?”
GM: “Not that you can see.”
John the Roguish: “Can I disarm it?”
GM: “Disarm what?”
John the Roguish: “I don’t know, maybe make a die roll to discover the trap and jam the mechanism?”
GM: “You can’t see a mechanism."
John the Roguish: “OK, I'm going to hold on to Frank The Cleric with my left hand, put all my weight on my left foot, and then lean in with my right foot, allowing the tip of my boot to put some pressure on the center of the corridor."
GM: “It's hard, but you seem to feel like the floor gives a little as you push on it."
John the Roguish:"I push harder."
"
GM:It pops quickly. It's been closed so long that the mud and dirt were sealing it in place, but, yes, indeed, there is a trap door there. When it gives, you jolt, but since Franks' got a hold on you, he keeps you from tipping forward when you put your weight on the trap. What do you want to do now?"
"
John the Roguish:Is there room to walk around it."
"
GM:There is. There’s about a two-foot clearance on each side.”
John the Roguish:"We walk around it, then."
NOTE HOW THE SPOT CHECK FAILED BUT THE PLAYER'S ABILITY TO PLAY THE GAME ALLOWED HIM TO OVERCOME THE BRICKED THROW AND STILL DEAL WITH THE TRAP.
Of corse that's just one way to do it. You may enjoy a different approach.