I think we should pay less attention to individual experiences, which vary widely and may be misrembered or viewed through rose-tinted glasses, and more to the written material of the period.
Yes, but as I mentioned in my post, even the written material varied greatly, and the way people interpretted the material varied greatly.
I think it's safe to say that Dragonlance, despite being 1e, is not old school, and was a herald for the next 10 or 20 years of more story-based gaming.
I never read the Dragonlance series, but I've heard a lot about it in the years. But I agree that from what I know about them, they did seem to have a different style. But they were specifically based on books, with the stated purpose of letting game groups play through the books.
But look the various early "adventure paths":
Temple of Elemental Evil super adventure (basically 2-7 adventures depending on how you split up the dungeon)
The GDQ series
The Slavers series
The Saltmarsh series
Each of these had a story that expected the PCs to solve one adventure and move on to the next until the pre-*expected* resolution. Note, though, there is a difference between an expected resolution and a predetermined resolution.
Many players who played through these various adventure paths have similar stories -- defeating the hill giants, defeating the frost giants, defeating the fire giants, following the trail of the drow through the depths of the Earth (or Oerth), infiltrating the drow city, invading the drow temple, attacking the spider-ship, and driving Lolth's web of evil out of their world.
I'm not saying these adventures are just like the Dragonlance adventures; I'm saying even the non-Dragonlance adventures were story-based and plot driven. Dragonlance didn't create that style of adventure. And it seems that today's adventure path series are direct descendents of the Temple, GDQ, Slavers, and Saltmarsh-style adventure paths of the 70s and 80s.
Quasqueton