DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
As a thought experiment, I'd like to posit: Where's the line? I personally think it lies in the dichotomy between a DM-driven game (what I'd call "autarchic" gameplay) and a player-driven game (what I'd call "communal" gameplay). The difference?
Autarchic/Old School adventures are generally dictated by a static narrative – there is a challenge established by the DM beforehand (a dungeon, a situation, a tough objective), and the party takes actions to overcome it. The ramifications of overcoming the challenge are local and minimalized, generally serving to solve an immediate issue and lead into the next challenge. Pre-made challenges are strung together by the DM to form the campaign. The narrative of the campaign is driven by how effectively the players overcome this sequence of challenges, with character goals being primarily relegated to “was able to overcome the challenge”. Challenges cannot be skipped or bypassed, as doing so would break the static narrative of the campaign. In this way, greater emphasis is placed on the DM, as they are the one who defines the goals and sets the obstacles of the campaign.
Specific, pre-set challenges are the defining hallmark of Old School/Autarchic play; as such, there is more focus on creative problem solving to overcome said challenges, as well as a de-emphasis on character skills and abilities (as they serve to bypass the problem-solving process) and an uptick in lethality (a simple way to increase challenge). Consequently, this style of play also hinders player agency, as challenges cannot be ignored or chosen at leisure, resulting in a much more linear campaign. Likewise, individual player goals conflict with the linear nature of Autarchic play, resulting in either smaller-scale goals, or none at all.
Example: Against the Giants depends on the characters going through the Hill Giant Steading to get to the Frost Giant Glacial Rift to get to the Fire Giant Hall to get to the drow Demonweb Pits. The party cannot simply arrive at the Demonweb Pits through an alternate route, nor can they skip straight ahead to the Demonweb Pits without first engaging the Hill/Frost/Fire giants, as doing so would break the narrative of the campaign. Their initial goal (provided by the DM) is “infiltrate the Hill Giant Steading”; once complete, the next goal of “infiltrate the Frost Giant Rift” is provided by the DM, all the way until the drow are defeated in the Demonweb Pits and the campaign comes to an end.
Communal/New School adventures are defined by a dynamic narrative – there is a world established by the DM, but the players are responsible for setting/achieving their own end goals within the world by identifying and undertaking challenges aligned with those goals. The direct ramifications of these challenges are limited to impacts specifically on the character goals, but their overarching effects will alter the world, forcing the characters to realign in order to fit the newly-changed world in a way that best serves their stated goals. A Modern campaign consists of a living world adapting to the failures and successes of the party, and it only truly ends once the party has achieved all its goals. The narrative of the campaign is driven by the consequences of player decisions in service of their specific personal goals, and the new situations that develop as a result of those consequences. Challenges are undertaken or ignored based solely on how best they serve the individual goals of the players; these dynamic choices are what defines the narrative of the campaign. For this reason, emphasis is placed more on player choices as the chief driver of gameplay.
Since player goals dictate the direction of the campaign, the game tends to focus more on the development of these characters, fleshing-out their adventures into a more cohesive story. This results in a focus on character agency and choices in order to punch up the impact of their stories, as well as widening the breadth of “tools” (i.e. skills and abilities) at their disposal to better serve the pursuit of their goals. Conversely, this means that players in Communal/New School games receive less fulfillment in overcoming obstacles which are unrelated to their personal goals, and are less contented at lower levels when they have fewer “tools” at their disposal. Lethality is likewise de-emphasized, as character death becomes disruptive to the narrative of the campaign since it obliterates player goals and the existing story surrounding them.
Example: Princes of the Apocalypse presents a world with several elemental temples to be undertaken in any order, and while the ultimate objective of the campaign is “prevent the apocalypse by disrupting the plans of the elemental cultists”, each player nonetheless adopts a mindset of an individual goal (one wants to become a Harper, one wants to amass treasure, one wants to slaughter a specific cult leader, etc.). As one cult is defeated or another grows to power, the individual goals of the party are formed and fall away in adaptation to the world. If the water cult is obliterated, the player with the goal of killing the water cult leader pivots their goal to become something else (like “kill the earth cult leader” or “assume control over the defeated water cultists”), while the player with the goal to amass treasure turns their eyes towards a nearby tomb rumored to hold a magical axe, and the one who wants to become a Harper does whatever they think will win them the most points with the Harper faction. If eventually the overarching objective is achieved (i.e. the apocalypse is prevented) but player goals remain unfulfilled, the campaign narrative can still continue beyond the natural “end” of things.
I know some folk like to point to the "Six Cultures of Play" to define this stuff, but in all honesty I don't buy into it all that much... too nebulous, too much overlap.... and WTF is "Nordic LARP" even doing in that list as a "play culture"? That's like saying pickleball is a "play culture" of tennis! An easy two-sided split should be much more straightforward, and I propose making that split right at the point where the game's onus shifts from the DM to the players.
Of note, by this definition, one can technically play a "new school" game of OD&D, or an "old school" game of 5e. "Old school" and "new school" are not necessarily defined by chronology (as the OSR will well testify). A modern campaign like Rise of Tiamat could be considered "old school" in many ways (mostly due to the DM-led narrative), and an older campaign like West Marches campaign could be considered "new school" (due to emphasis on player-driven goals) when categorized by the divide of autarchic vs. communal.
What do you all think?
Autarchic/Old School adventures are generally dictated by a static narrative – there is a challenge established by the DM beforehand (a dungeon, a situation, a tough objective), and the party takes actions to overcome it. The ramifications of overcoming the challenge are local and minimalized, generally serving to solve an immediate issue and lead into the next challenge. Pre-made challenges are strung together by the DM to form the campaign. The narrative of the campaign is driven by how effectively the players overcome this sequence of challenges, with character goals being primarily relegated to “was able to overcome the challenge”. Challenges cannot be skipped or bypassed, as doing so would break the static narrative of the campaign. In this way, greater emphasis is placed on the DM, as they are the one who defines the goals and sets the obstacles of the campaign.
Specific, pre-set challenges are the defining hallmark of Old School/Autarchic play; as such, there is more focus on creative problem solving to overcome said challenges, as well as a de-emphasis on character skills and abilities (as they serve to bypass the problem-solving process) and an uptick in lethality (a simple way to increase challenge). Consequently, this style of play also hinders player agency, as challenges cannot be ignored or chosen at leisure, resulting in a much more linear campaign. Likewise, individual player goals conflict with the linear nature of Autarchic play, resulting in either smaller-scale goals, or none at all.
Example: Against the Giants depends on the characters going through the Hill Giant Steading to get to the Frost Giant Glacial Rift to get to the Fire Giant Hall to get to the drow Demonweb Pits. The party cannot simply arrive at the Demonweb Pits through an alternate route, nor can they skip straight ahead to the Demonweb Pits without first engaging the Hill/Frost/Fire giants, as doing so would break the narrative of the campaign. Their initial goal (provided by the DM) is “infiltrate the Hill Giant Steading”; once complete, the next goal of “infiltrate the Frost Giant Rift” is provided by the DM, all the way until the drow are defeated in the Demonweb Pits and the campaign comes to an end.
Communal/New School adventures are defined by a dynamic narrative – there is a world established by the DM, but the players are responsible for setting/achieving their own end goals within the world by identifying and undertaking challenges aligned with those goals. The direct ramifications of these challenges are limited to impacts specifically on the character goals, but their overarching effects will alter the world, forcing the characters to realign in order to fit the newly-changed world in a way that best serves their stated goals. A Modern campaign consists of a living world adapting to the failures and successes of the party, and it only truly ends once the party has achieved all its goals. The narrative of the campaign is driven by the consequences of player decisions in service of their specific personal goals, and the new situations that develop as a result of those consequences. Challenges are undertaken or ignored based solely on how best they serve the individual goals of the players; these dynamic choices are what defines the narrative of the campaign. For this reason, emphasis is placed more on player choices as the chief driver of gameplay.
Since player goals dictate the direction of the campaign, the game tends to focus more on the development of these characters, fleshing-out their adventures into a more cohesive story. This results in a focus on character agency and choices in order to punch up the impact of their stories, as well as widening the breadth of “tools” (i.e. skills and abilities) at their disposal to better serve the pursuit of their goals. Conversely, this means that players in Communal/New School games receive less fulfillment in overcoming obstacles which are unrelated to their personal goals, and are less contented at lower levels when they have fewer “tools” at their disposal. Lethality is likewise de-emphasized, as character death becomes disruptive to the narrative of the campaign since it obliterates player goals and the existing story surrounding them.
Example: Princes of the Apocalypse presents a world with several elemental temples to be undertaken in any order, and while the ultimate objective of the campaign is “prevent the apocalypse by disrupting the plans of the elemental cultists”, each player nonetheless adopts a mindset of an individual goal (one wants to become a Harper, one wants to amass treasure, one wants to slaughter a specific cult leader, etc.). As one cult is defeated or another grows to power, the individual goals of the party are formed and fall away in adaptation to the world. If the water cult is obliterated, the player with the goal of killing the water cult leader pivots their goal to become something else (like “kill the earth cult leader” or “assume control over the defeated water cultists”), while the player with the goal to amass treasure turns their eyes towards a nearby tomb rumored to hold a magical axe, and the one who wants to become a Harper does whatever they think will win them the most points with the Harper faction. If eventually the overarching objective is achieved (i.e. the apocalypse is prevented) but player goals remain unfulfilled, the campaign narrative can still continue beyond the natural “end” of things.
I know some folk like to point to the "Six Cultures of Play" to define this stuff, but in all honesty I don't buy into it all that much... too nebulous, too much overlap.... and WTF is "Nordic LARP" even doing in that list as a "play culture"? That's like saying pickleball is a "play culture" of tennis! An easy two-sided split should be much more straightforward, and I propose making that split right at the point where the game's onus shifts from the DM to the players.
Of note, by this definition, one can technically play a "new school" game of OD&D, or an "old school" game of 5e. "Old school" and "new school" are not necessarily defined by chronology (as the OSR will well testify). A modern campaign like Rise of Tiamat could be considered "old school" in many ways (mostly due to the DM-led narrative), and an older campaign like West Marches campaign could be considered "new school" (due to emphasis on player-driven goals) when categorized by the divide of autarchic vs. communal.
What do you all think?