Interesting thoughts as always, Phil.
Reading through some of your older musings, I'm struck by how much of my own OD&D games would probably be considered heretical by most of the grognard community. Just to give a few examples:
- I don't award XP for treasure, and instead, I quintuple all the XP awarded for defeating monsters. Treasure remains a goal and a reward of and in itself, but I find that PCs in my campagins tend to fling themselves at wandering monsters and risk more combats, even to the point where a heavily wounded party will rather barricade themselves in a dungeon room to sleep through night rather that retreat back to town. It changes the whole feel of the game from "we're neutral swords & sorcery plunderers seeking loot" to "we're lawful high-fantasy heroes trying to wipe out the monster scourge."
- Having tried D&D with and without skills, I can honestly say that I'd much rather have a skill system. I think that there needs to be some way to ennumerate the player characters' background knowlege. There also needs to be some simple game rule for adjudicating those situations where characters want to attempt to use skills that they don't neccessarily know, like when a fighter wants to try and Move Silently. (I am not of the opinion that this is a special superpower unique to thieves, or that it's different from "moving quietly.) In other words, I think the d20 System gets it right insofar as skills should be broadly defined, and broadly applicable to all characters, even untrained (quite unlike AD&D proficiencies). But to make my skill system feel appropriately OD&D, I use a six-sided die to check the skills, roughly analogous to the common OD&D rule that humans will find a trap or hear a noise with a 1 in 6 chance of success, and demihumans can generally do the same on 2 in 6. This has allowed me to build a complete, simple, and elegant skill system based entirely on six ranks of ability, plus special bonuses for demihumans, which meshes flawlessly with other OD&D rules.
- Unlike a lot of old-school purists on Dragonsfoot and whereever, I don't believe that it's mollycoddling badwrongfun to change the rules that govern character death. Rather than "dead is dead at 0," it kind of makes more sense to let characters "hover at death's door" for a while. This is because I have always interpreted hit points to mean "how long can your character dodge wounding blows?" High level characters don't need an inherent bonus to their AC, because the game already has a mechanic for experenced characters' improving ability to defend themselves: increasing hit points. But it's only the hit that drops you to 0 hp that actually connected enough to hurt you. At that point, I just have characters save or die, and the characters that save are wounded and helpless but still clinging to life. (It does tend to make high-level characters difficult to kill, but that's okay with me, because if a player has invested that much time in a character, I think that it should be that way.)
Needless to say, this requries a degree of reinterpreation, becuase it means that "damage" to characters usually does not mean "wounds." Characters who have lost 90% of their hit points are very tired, but they aren't bruised and bleeding. The clerical spell cure light wounds has to be treated more like cure light fatigue. Similarly, characters don't retreat back to town because they're on the cusp of bleeding to death; they exit the dungeon when they're simply too tired to go any further. It's another little change that tweaks the feel of the game, perhaps making the player characters a little bolder in the face of risks, but I much prefer to run a game where the players more brave than cautious. It makes things feel more heroic that way.