Yep, the "old" and "new" may relate chronologically to trends in popularity, but the tendencies of the "schools" have been around since early days.Umbran said:You can have classes of adventure design, and mechanical structure, that you can then mix and match. Go for classification based on structure and intended function, rather than history, and you are unlikely to set off the same alarms. ... so many people have 'fessed up to using so many supposedly "new school" elements back in the 1970s that the historical classification seems outright false ...
There are two reasons people want to hash this out. Not everybody is at it for both reasons, but the reasons are not mutually exclusive either.
1) Some folks feel there's actually an effective genre difference, and analysis of such can be enlightening.
2) It is an edition war with the serial numbers filed off - yet another way to divide gamers into "Them" and "Us".
When I see a OD&D/1e/2e thread started by Bullgrit (or Quasqueton), I expect a sort of "mythbusters" question or observation. Perhaps that's the kind of line drawing that Umbran means: quantification of details that subsequently get argued about (or at least, the analysis of the details gets argued about).
A lot of stuff that originally was just empirical, in the sense of "this is what seems to work in our trials", seems only in recent years to have come in for much theoretical scrutinizing as to why it works. Why should a campaign dungeon have in the neighborhood of 60% "empty" space?
It's the people coming to it with fresh eyes, the people to whom it looks odd enough to notice and prod and probe rather than simply taking as received wisdom or dismissing out of hand, who seem to me to have contributed most to that enterprise.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.