More and more lately, I keep finding myself trying to define what an old school game would be. Some people say it’s not something that can be defined; I don’t really agree with that. Some people define old school as simpler games; can’t agree with that, either. Just take a look at the character creation rules for Traveler sometime, or all the henchmen tables in the 1st-edition AD&D Dungeon Masters’ Guide – not simple. In fact, pretty clunky and rules-heavy at times.
Arriving at a simple definition of old school gaming isn’t something that’s painfully obvious (at least to me), so I decided to give it some thought. I’d previously taken a look at the various editions of D&D and AD&D, so I went back to that and tried specifically looking at the break from 1st and 2nd Edition AD&D to its more modern counterparts – to me, the dividing line comes somewhere in there. After knocking the idea around for a bit, what I concluded was this:
Old school – to me – means that the rules are firm guidelines, intended to mostly define how the game works, but do not ultimately decide how a situation works. The gamemaster is intended to be the final arbiter of how things work. In a more modern game system, the rules aren’t guidelines, they’re laws. The gamemaster’s job is to interpret those laws.
Let me give an example of this.
A very long, long, long time ago on a Tuesday night, in my friend Eric’s 1st-edition AD&D Tunnelworld campaign, our hardy band of adventurers encountered a Haigyptian vampire queen beneath a pyramid. The vampire queen had several ghoulish friends with her, and our party was outmatched and outnumbered. We were there, ostensibly, to parley with her in order to acquire a magic sword from her, or something like that. I think Eric’s plan was that we would agree to go on a quest for her, get some cool artifact, and return to the pyramid after we’d gained a few levels and were capable of taking her on. But, like all good villains do, Eric had her start monologuing at us, so we started plotting ideas.
I was playing a cleric (about 4th-level, I think), my friend John was playing a druid (a deck of many things had him a couple of levels higher than the rest of us). We hit upon the same idea at about the same time.
“Hey, did you know create water is a ranged spell? Only takes one round to cast it.”
“If we create water over her head, and bless it, would that be holy water?”
“Holy water does what – 1d6 points of damage for a direct hit from a vial, 1 point for a splash, something like that?”
“It says we can create a couple of gallons of water with a create water spell.”
“How much water is in a vial?”
“The book says 4 ounces.”
“How many ounces in, say, 4 gallons?”
Pause, for some math.
“Holy shit.”
“Let’s do it.”
So, when the monologue was completed, we announced our plan to Eric. We wanted to dump several gallons of holy water on the vampire queen’s head.
After a brief amount of shock, Eric went through the Dungeon Master’s Guide to see if our plan was even viable, and we pored over our Players’ Handbooks. We really didn’t think the plan would work – it seemed way too easy (and we hadn’t really grasped the concept of ‘broken rules’ as yet, so that notion didn’t occur to us, either.)
Now, here’s the part that helps define old school. Technically, we couldn’t do it. Page 114 of the Dungeon Master’s Guide actually explains the creation of holy water (it’s a ritual that takes hours, spells like purify water are also needed, etc.) But we never found that rule in the book that particular night. Nor, quite honestly, did we look terribly long for it. We were used to the rulebooks not covering exactly what we wanted to do, so we didn’t assume the rules for making holy water must be in the book. Were this D&D 3.5, for example, or 4E, I think we would’ve pored over the books for hours if needed, looking for the precise rules to fit what we were attempting. We would’ve been more determined to have the rules of the game precisely define our actions.
Instead, after maybe fifteen minutes of looking over rulebooks and failing to find what we wanted, Eric made the decision. He thought it seemed ridiculous to just be able to make the equivalent of a holy water atomic bomb over a vampire, so he said we couldn’t do that. However, he basically gave us the equivalent of a Dexterity check (roll your Dex or less on a d20) to cast our spells without being noticed … and then our makeshift holy water would do 6d6 points of damage, or something like that. If we wanted to go through with this plan, that’s how things would work.
So we agreed to it. And we pulled off the plan, such as it was, and much to our own amazement. We rolled really well with the damage, fought the vampire queen and her ghouls long enough for our thief to sneak off undetected and snag the magic sword we were supposed to negotiate for, and then we all ran like hell. We didn’t kill the queen, but we caused enough mayhem to get the treasure. (In what I always thought was a great touch, we encountered the vampire queen again later on in the campaign, with her formerly beautiful face covered by a jewel-encrusted silver mask, as the holy water had horribly burned her flesh.)
Now, I know what you’re thinking. “You can do that with 3.5 and 4E as well.”
Well, yeah … but both systems are designed to more precisely define what you can and can’t do. They’re intended to be the laws defining the game world, not be guidelines. If you ignore the rules in 3.5 and 4E, well, you’re ignoring a lot. But if you’re playing Holmes/Moldvay Basic D&D, or 1st-Edition AD&D … the game’s a lot less dependent on the rules. They might be overly complex or cumbersome at times, but they’re not meant to necessarily describe how every possible action in the game works. In those earlier games, the rules are intended to help shape the game, not rigidly define it.
Another example of this, perhaps.
You have a character in a game. You’re chasing after a villain in a grand ballroom. You want to leap off a balcony, grab onto a chandelier, jump to the ground, and take a swing at the villain before he can escape.
In 3.5, if you’ve got the right combination of skills and feats, you can pull this off. You probably even have a good idea of if you’ll be successful or not. If you don’t have the right combination of skills and feats, you know right away if you can do this or not.
In 4E, same thing. You may even have class powers that help (or not), and the DM may choose to frame this as a Skill Challenge.
In more old school games … there’s no hard and fast rules for this. It might come down more to the DM saying “you can’t do that”, and that’s the end of it. However, in most games I’ve played, the DM may allow this with some rudimentary sort of check (roll under your Dex, make a saving throw vs. Dragon Breath, whatever). I tend to personally prefer this, only because this method – to me – often better serves the adventure at hand. A wizard in 3.5 and 4E would never try this in a million years, only because the odds of achieving all of the appropriate skill checks (and having all of the appropriate feats) are next to none. A magic-user from an older game, though … well, the odds might be low, but at least there’s a chance.
Old school games tend to be a little more wide open, which inspires creativity. It’s probably the thing about D&D 4E that I find the most disappointing – the powers, to me, limit what your characters can do. In running mid-level fighters in 1st-edition AD&D, I found myself trying all sorts of crazy tactics in battle, unsure if they would work … and that was part of the fun of it. In 4E, you try to figure out how to maximize the use of your at-wills, your encounter and your daily powers … and you tend not to stray too far from them, as you’re giving up too much by doing so. Can your 4E fighter do other things in combat? Absolutely. But the rules aren’t designed to actively support that openness, and they don’t encourage trying new things.
I don’t say this in any way to knock newer games. (Hell, I just started running a 4E campaign of my own!) Old-school games have plenty of their own issues. For me, there isn’t a dream edition of D&D or AD&D – each has their own merits and flaws.
But there’s something I personally prefer to the old-school approach, which is probably more of a gaming philosophy than anything else. I prefer DMs working with players to achieve crazy things, like dumping several gallons of holy water on a vampire queen’s head, with the rules meant as something to guide a game, rather than be the game. And for what it's worth, I personally think old school games lend themselves better to achieving moments like that.