As some of you may know, I am a fan of the OSR movement within RPG's and while that is more of a D&D thing, I bring it up because I have thought about applying the OSR mindset of gameplay and GM style to WoD, with an emphasis on early Vampire: The Masquerade (pre-Revised).
Before anyone jumps my ass for "Playing The Game Wrong" because I don't like Personal Horror or Post-Modernist elements, I would like to state that this is not an attack on Gothic-Punk aesthetics, Personal Horror, or Post-Modernist themes, but more of a musing about applying an old-school style of gameplay and game mastery to a game that is typically thought of as the beginning of "new school" RPG's with its modern setting and narrative-driven focus. I'm not going to attack other people's styles of gameplay or ramble about my own setting hacks to WoD or CofD (and I'd like to be shown the same respect) I just want to share some insight I've stumbled upon.
The OSR (Old-School Revival) movement in RPG fandom is focused on making retro-clones of TSR-era versions of Dungeons & Dragons under the Open Game License, as well as original games and game settings heavily inspired or derived from these editions. Notable OSR games include retro-clones Swords & Wizardry, OSRIC, Basic Fantasy, Dark Dungeons, and original games in the old-school style such as Dungeon Crawl Classics. Now why is this relevant to World of Darkness? I'll get to that right now.
The OSR mindset isn't just cloning or emulating old editions of D&D, but also playing games in the old-school style that was extremely prevalent in the early days of RPG's during the 1970's and early 1980's. The style in particular is a mostly sandbox style of gameplay, with an emphasis on role-play over roll-play, rulings over rules, and character immersion in a setting over a direct narrative focus. That's not to say there can't be stories or plotlines in a game run in the old-school fashion, but that the player characters aren't railroaded by an over-arching story or metaplot and instead opt to make their own destiny in the world they are in. The Old-School style of play is a sandbox, not a railroad. In such a game, the story is driven by the players and not the other way around.
This style of play doesn't have to be exclusive to older editions of D&D or OSR games, you can also apply it to either version of World of Darkness, though in the case of Revised Edition Classic WoD, you may have to invoke Rule Zero and either modify or completely discard the metaplot to make such a gameplay style work, as the metaplot of WoD is rather infamous for railroading the PC's and de-emphasizing them in favor of major setting characters like Anatole, Lucita, Vykos, and the like.
Now, my favorite version of WoD is the very first editions of Vampire: The Masquerade and Werewolf: The Apocalypse. Throughout 1991 and 1992 (and even into early 1993), White Wolf's games were actually fairly old-school in their style of play. Yes, the setting was a modern-day Gothic-Punk Earth instead of the typical Swords & Sorcery or High Fantasy fare of old-school D&D and most OSR games, but if you actually read the First Edition core rule book for Vampire: The Masquerade (I should know, I own it on hard copy and have read it extensively ever since I bought it off of Amazon last year), the assumed style of gameplay is fairly Old-School, despite often being attributed to narrative-driven and thematic-driven games of personal horror and post-modernism.
Yes, the back of the corebook calls Vampire "A Storytelling Game of Personal Horror", but that is just window dressing compared to what is actually in the corebook, where personal horror and post-modernism are presented, but are simply just two thematic styles out of many other equally valid themes and styles. Yes, there is the struggle of Humanity vs. The Beast, but it's supposed to be for the purposes of character immersion and to help with individual role-play, not as a means to enforce thematic purity or indulge in misery tourism like it would commonly be associated with in later editions of WoD and later on, Chronicles of Darkness.
Vampire: The Masquerade 1E is narrative-driven, but not in the same new-school way as Revised (or even 2e for that matter). The focus of the narrative is on the player characters, not the metaplot concerning the greater setting as a whole. Mark Rein-Hagen essentially wanted to make an old-school style game for a new generation and in a modern style, especially after AD&D 2e became sanitized and bloated. Everyone talks about the influence of Ars Magica and Call of Cthulhu on the development of Vampire: The Masquerade, but Original Dungeons & Dragons was also a major influence on Vampire's development and Rein-Hagen even acknowledges it at the very back of the First Edition corebook, along with the more well-known influences of Call of Cthulhu and Ars Magica. (He notably refers to it as "Dungeons & Dragons" and not "Advanced Dungeons & Dragons").
Chicago by Night 1e, the signature setting book of this era, was not a hard-coded metaplot set piece like New York By Night or Lair of the Hidden. It was merely a toolkit of characters and plot-hooks a Storyteller could include for his players. The same applies for Milwaukee by Night and the Denver mini-setting of Alien Hunger. Early Vampire was a sandbox-styled RPG and its supplements were meant as toolkits rather than gospel canon for the setting.
The focus of 1e Vampire was all about character development and immersion into this Gothic-Punk version of early 1990's Earth, which was a lot more vast, mysterious, personal, and individualistic at its inception than what the World of Darkness would later become. Hell, in the early days of White Wolf, it wasn't even called World of Darkness, instead it was titled the "Storyteller" series of games, which was supposedly closer to the real-life world of the 1990's than what the setting eventually ended up as. The original vision was Vampire, Werewolf, Mage, Ghost, and Faerie. Each game would be fairly self-contained (with crossovers presented as an option for ST's if 1e Werewolf is anything to go by) and there an implication that the setting of 1e Vampire was the future of the setting for Ars Magica 1e/2e (this was quietly dropped after the 1e corebook's released and was completely phased out by the time Mage came out)
The WoD games were originally referred to as the Storyteller series even as late as 1994 (Street Fighter: The Storytelling Game even refers to Vampire, Werewolf, and Mage as the "Storyteller" games and not as "World of Darkness"). Originally, World of Darkness was the title of a single late 1e supplement for Vampire released in 1992. It wasn't until later did the name refer to the greater setting as a whole.
So, despite Vampire: The Masquerade being seen as the beginning of the "New School" of RPG design and gameplay, I believe that it started as an "Old-School" style of RPG that became "New School" in its presentation after Mark Rein-Hagen and the first generation of WW personnel had left the company.
There is nothing wrong with "New School" RPG's or play-styles, but there is also nothing wrong with "Old School" styles of play either. I just wanted to give my two cents on the matter. I will also be running a 1e Vampire game off-site, set in the typical 1990's Gothic-Punk setting but with the OD&D-influenced sandbox style of gameplay centered on immersion and character role-play.