So, my last blog entry on how economics, not ideology is going to shape the future of Dungeons & Dragons led to a lot of thoughtful conversations, and people had tons of questions for me that warranted at least another article, so I wanted to dig a little deeper.
I intend here to be descriptive. And I will start with the caveat that New and Old-School gaming are not a binary position, but more of a spectrum.
I am personally comfortable running games for players of either stripe... Within limits. I have strong boundaries about using my game to work out someone else's issues and I don't tolerate Prima Donnas or characters that do not work with the group. I tend far more strongly towards the Old School
However, I do believe that right now there is a strong cultural shift towards the New-School, Frankly, Dungeons & Dragons does a piss-poor job of meeting the goals on New-School players. They tend to get more satisfaction out of games built with story in mind, like FATE Core or Apocalypse World... If they are aware that these options exist.
What Are We Talking About?
New-School Gaming is a style of engagement in RPGs that leads to very different play. At its heart, it is about how you conceive of your character.
Old School
For most gamers before the recent boom, the Player-Characters were seen as playing pieces first. While more complex than a pawn in chess, it serves that same purpose first. It is the thing you manipulate to play the game. In this case it has a number of moving, interconnected parts, expressed as numbers, that are used to engage with subsystems in the game. That includes the subsystems of dramatic play-acting to resolve social encounters, and the subsystem of in-character decision making.The Player Character in this conception is fungible; it can die and be replaced at a moment's notice. The game itself is structured to make keeping a piece in play difficult, and rewards players who solve problems creatively and play with skill by making the piece better over time.
(This is an irony of early D&D: you gain levels and the statistical improvements that come with them when you prove you don't need them. )
Attachment to a PC is usually a result of playing it through several adventures successfully. The character's "story" emerges as you play, and character personality and quirks evolve during play as a way of playing with flair.
New School
New School gamers instead see thir characters as a form of self-expression. They are investing a part of themselves into their character, either playing an idealized form of self, or a vessel for some sort of fantasy.,. They become deeply invested in and proprietary over their characters.
The goal of a player of a New-School game isn't to play a game about burgling lost treasure from monsters; it is to play out a story that let's them live out a fantasy of being a better version of themselves.
Players in New-School groups can often seem to have a love affair with their player characters. They invest significant resources into custom character miniatures ($70 after shipping or paint), commissioned character portraits ($60 for a headshot, $100+ for full body art), home-designed character sheets ($15), and build advice (a few bucks), and in some cases custom character option material from the DM's Guild to let them build the exact character they want ($2-5). all told, building a new character for a new school Dungeons & Dragons player with all of the fashionable accessories can run a player anywhere from $40 tip a few hundred.
Between the emotional and financial investment, it's no wonder they hold their characters to be sacrosanct. And are making significant demands on how Dungeons & Dragons works to accommodate their play style.






