Elsewhere I’ve talked about the casual, improvisational nature of early Traveller play, the value of random rolls and random encounters in Old School play, and what we mean by “encounters” in Old School play.
I’ve also touched on how the nature of modules and adventure design changed from the early days of the hobby to what publishers produces in the 1990s. (In short, adventures were once more situational and lightly sketched (as in the early Classic Traveller Adventures) and later became more focused on pre-plotted stories (The Traveller Adventure, the Dragonlance modules). In the first random rolls and random encounters are the Referee’s friend because they offer more opportunity for the Players to make choices and create more adventure material on the fly. In the second they random encounters are a problem because they distract players from “what the story is supposed to be.”
Someone pointed me to this lovely video which does a bang-up job of giving examples of two different kinds of play. In one campaign found as the Referee responses to the interests and desires of the Players and makes up material as needed. In the other the Referee knows exactly how he wants things to go and forces the Players along certain paths to make sure the story is awesome.
I really think it is worth a look…