And the Dungeon World advice literally tells you to leave blanks on maps to be filled in by the player.
(side note) we once had a player in our games whose in-character motto was "Where the map is blank, I'll go." He caused a lot of map drawing!

(/side note)
Were you aware that D&D 3.5 had in its basic set the
Sunrod? An item that costs 2GP, weighs 1lb, and sheds bright light for
6 hours. Such an item was designed with one purpose in mind, and only one. To make needing to be sure you take enough torches with you
irrelevant. Pathfinder and 4e are more extreme - in both games the Wizard can, if they so wish, cast Light
for free.
I'm vaguely aware of these and, truth be told, find them rather sad. Oh sure, in 1e at 3rd or 5th character level (depending on class) you could get access to
Continual Light, but at least there'd be a couple of adventures where you had to worry about resources (torches, oil for lanterns, etc.) and-or the finding of a decent light source would be a big deal. The benefit of this would be to set the tone early that resources can't be taken for granted and at least some caution needs to be used in expending them.
Trying to throw both AD&D 2E and White Wolf (who literally called their GM the "Storyteller") out of the RPG hobby, as you are, is a direct attempt to shatter the hobby. Dragonlance started coming out almost exactly thirty years ago. That was when the battle you are trying to fight actually took place. When the Dragonlance Saga (the first Adventure Path) came up with the Obscure Death Rule and a near-reset after each module to get you all on track (something no Storygame I'm aware of has)
I was never a big fan of the D-lance adventures in part for just this reason.
... unfortunately.
And the sort of people who talk about Storygames as something that we ourselves do are actually talking about option C. Games which superficially look like the type of game often seen in the 2E era but where the story is not pre-plotted in advance; following the rules of the game and playing them as hard as possible will lead to and intensify a story of the type you were expecting, but there's no clue where everyone is going to end up when the hurley burley's done.
That sounds like my game, to some extent - sure I have a story in mind when it starts but I've no idea if that'll end up being the story that gets told in the end.
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And here's a series of questions well worth answering:
3catcircus said:
The Forge, Ron Edwards, storygames, theoretical game [stuff]. Who gives a [...]!
Not me, to a large extent, though the theory can be fun to kick around in discussion.
Should 5e be closer to 3.5 or closer to OD&D in how detailed the game mechanics are. Because, that is really what we are talking about when it comes to game vs. simulation.
Closer to OD&D or 1e.
Do I need rules for situation "x" or should the DM be allowed to make a ruling on what is reasonable?
Sort of neither. You need reasonably comprehensive *guidelines* that each given DM can modify or shape to her tastes and those of her players. And this "guideline" aspect needs to be made loud and clear on every page of the PH, to pre-emptively shut down the rules lawyers.
Should falling more than 10 feet provide a chance for your PC to break something, be paralyzed, or even kill you vs. the 1d6 per 10 feet?
Yes, to a greater or lesser degree. (and see next question)
Should hp be revamped to reflect physical damage and include a more believable wound and injury module, with chances to die from wound infections, or should it be luck/karma/whatever fake-o points?
Yes and yes; in that there should be 2 types of h.p., one for each issue noted.
One is fatigue points, representing luck, fatigue, nicks, scratches, minor bruises etc. that are relatively easy to patch up and don't generally incapacitate the victim. FP go up with level as always.
The other is body points, always representing actual physical injury. Harder to heal by any means. BP are locked in at roll-up and only ever change thereafter in the most unusual of circumstances. Most adventuring types have about 2-5 BP.
Your h.p. total is your FP + BP. And yes, this means 1st-level types will have a few more total h.p. than the original game would have it; the difference becomes less relevant as levels advance.
Should there be a chance that mixing multiple potions leads to the possibility of causing an adverse reaction or give you an upset tummy?
Absolutely! And there should also be a chance that mixing them gives some unexpected benefit; or have nothing untoward happen at all. There also must be a strong note in either case that mixing the same potions on different occasions is not in the least guaranteed to produce the same effect twice.
Should an 18 strength mean you can really lift 600 lbs off the ground or drag 1500 lbs? What about the person with a 10 (average) strength who can allegedly drag 500 lbs. Or should attributes be properly scaled using human factors?
I'm not so fussed about this one, in part because the weights of items in D&D have always been out to lunch as well. And I don't mind the Hercules archetype in play.
Should spellcasting result in the possibility of "backlash" for failures or induce fatigue rather than using slots?
Slots (or spell points) are fine, but all spells need to be made *much* more interruptable than 3e/4e have them (look to 1e for what I mean here), and interruption needs to be given the possibility of interesting/humourous/useful/nasty/deadly side effects. Ditto for magic items; they need to be made breakable, with possible consequences when that magic is released in unexpected ways.
If you're thinking of a DCC-like system where any spell can fail and all casters eventually end up looking like twisted wrecks, that's overkill.
Lan-"mixing potions is like mixing drinks - fun at the time, but the hangover will kill you"-efan