I have to agree with Frost's short 4 point list above as the simplest defining features of what constitutes "Old School" RPG Gaming. Restated here using my personal interpretation:
* Sandbox (mega-dungeon or whatever)
* Player skill trumps stats on a sheet of paper
* Players suffer the consequences of their decisions (Death, etc)
* Randomness adds to the experience (Dice fall where they may/wandering monsters/etc)
In all, Old School Gaming, to me, involves a feeling of triumph at having survived a session by my wits, improv, and some good luck and being able to advance that character to the next session. It means having both the peak of victory and the occasional agony of defeat to make the victories all the sweeter.
Jason Said:
True, but that doesn't answer the question of why people still play them. If I want a particular experience, and game A is laser focused on providing me with the experience I want, and game B kinda sorta wanders in that direction, why would I ever play game B? I see three possibilities:
  * I don't know that game A exists, so I'll continue to play game B, not knowing what I'm missing.
  * I have a lot of nostalgia for game B, so I'll continue playing it. I'll tell people that I enjoy playing game B, because it's not about the game for me; the game has become a symbol for a whole mass of feelings and memories, including time spent with my friends and my feelings towards them. I probably proceed to attach some identity politics to it, as well. I identify myself as a player of game B. As a result, someone who tells me about game A is attacking my identity, my friends, and my cherished memories, rather than pointing out the mechanical weaknesses in a rule set.
  * Though not designed consciously for it, the rules thus assembled shape a unique experience all its own. I play game B because game A doesn't actually deliver the same experience I want.
At times, the OSR has seemed to me to be largely driven by #1 or #2. But that's the perspective of an outsider looking in, and I've been told on many occasions that I fundamentally do not understand old school games. I hope it's #3. Or, perhaps there's a #4 that just hasn't occurred to me.
Well, #1 is somewhat pointless since nobody will have the ability to play ALL possible games, so in some sense we are all subject to playing what we know/have available. With that caveat, I believe #3 captures what I mean in my previous post, the "House Rules" effect of these systems ends up being a unique experience each time.
I very much like that kind of experience. That really lies at the heart of a playing style that Willem Larsen dubbed "storyjamming," something I like a great deal. But don't old school games also have a very strong delineation that puts the GM in charge of the world and the other characters, and the other players in charge of their player characters, all with a very strong emphasis that no one should cross those lines, ever? If players aren't allowed to contribute, except in those narrowly defined ways, doesn't that undermine the idea of going with the flow and seeing where it ends up?
No, I don't believe it undermines "Going with the Flow" at all...an integral part of that flow is what the GM creates.
--friar