Is this really about the "old school" or the differences on GMing?
Rules are rules no matter the "school" its the GM that can use them to make your life nice and easy or a living hell. The old D&D, from what I remember, was pretty specific on what you could or could not do. The later versions seem to relax those rules and while adding more for complexity, seem to balance somewhere. Being "fair"? I am not sure fair really creeps in anywhere. Rules are rules. Yes there are the "yes I just critted you, but you dont know that since I am behind a screen and I dont want to wait for you to make a new character" GMs. I guess thats "breaking" the rules. But, it allows the game to continue.
* It's more about you playing your character than playing your character sheet. The fewer the rules you have, the less you have (to be distracted by) on your character sheet. You always have the final say on what your character does, no GM can/should railroad you into a specific action.
I dont get it. You play the character as you feel it should be played. It depends on how good or what kind of role player you are. The sheet is your guide. You really cant separate the two.
Well to move the story along... a good gm can make you do just this and make you think you did it on your own... The words I dread hearing "Are you really sure you want to do that ?" followed by "Ok.. roll initiatives " .
But as "old school" goes.. I would tend to think its the "older" rules.. Going back to where things were more set and rigid and you didnt have as many options. And there were things that held you back and kept you in a place..
When I hear "old school", I personally think back to when I first started playing D&D. Where yes you can multi-class, as long as you did it from the beginning. Clerics were using non-edged weapons, and THACO. The major thinking restructuring that I had to get around when I first heard it. One of my first questions was " Why dont they just change it to make it all positive numbers?"
But I got along with the system then as I do now with 3.5... But I have to say I do like the more modern version better..
As for the "feel" of the game, all but one started out the same. Any GM can set this up. No matter what the system or version. I have always started out lower than dirt and fighting anything bigger than a fly seemed to have some kind of danger of dying in it. Then you get better..and the game gets harder no matter what "school" you are from.
The last point is where GM's will differ no matter what "school" they are coming from. A "bad" GM will, in my opinion, have a set plot of encounters and be rigid in its progression. While a "good" gm will be able to take the party's ineviable turn from the story path and be able to go with it and steer them back to the path he has created. I feel if you are just starting out, the rigidity will be there until you know the system or you have put in alot of homework and second guessing your third guesses to what a party may or may not do. And overall, this is not about the "school" you are from but the kind of GM you are.