Ruin Explorer
Legend
I tend to avoid tropes related to D&D rules but lean heavily into tropes related to action movies.
Is all I can say to that!

I tend to avoid tropes related to D&D rules but lean heavily into tropes related to action movies.
How about this:Bludgeoning, i am with you there, need that lucerne hammer, but finesse? What polearm is finesse in your view?
The Nightmares Underneath (the free indie publisher OSR game your reference) provides a great justification for heroic characters (or moral justification for mercenary characters) to dungeon delve and loot. It also makes dangerous growing spontaneous dungeons a manifestation of Chaos in a cosmological fight against a world of Law, tying into 0e/BX alignment tropes.The 13th Age RPG has living dungeons like the Stone Thief. I saw an indie game that took the concept one step further: dungeons are demonic entities that spawn monsters which can eventually overrun the area. The only way to kill them is to enter them and remove the "anchor" which us usually in the form of some great treasure.
Of course Appendix N is going to have examples of the kind of characters that appear in D&D, although I would say that the Tolkien characters don't actually fit the mold since none of them are adventuring for pure profit (except Bilbo, arguably). But most modern fantasy does not focus on characters that go into holes to uncover lost wealth and kill the monsters found therein. Some modern grimdark sword and sorcery kind of leans that way, but more often it's about mercenaries fighting wars or thieves going on heists than what we would call D&D adventuring.Isn't this common in other fantasy, and its foundational literature? In the Old English poem, Beowulf, Grendel wages a "lonely war" for twelve years "inflicting constant cruelties on the people" (Heaney translation) until he is finally stopped by the eponymous hero.
Superhuman adventurers are not unusual in Appendix N -- Gandalf, Aragorn, Legolas, Gimli, and Bilbo (once he acquires his invisibility ring); Zelazny's Corwin and Shadowjack; the god-slaying Elric; John Carter of Mars; Ganelon Silvermane in Lin Carter's World's End series.
And those same corpses can provide ominous clues to traps, monsters, horrible fates...Other adventuring parties are essential to the game... so when they disappear in the dungeon your adventuring party can enter after them and either save their asses or solve the mystery of their mangled, twisted corpses.
OK. I'm seeing a Glaive and a . . . Poleaxe?
Yes. I’d say a distinctive feature of D&D, particularly in the 1970s, is the combination of the following elements:But most modern fantasy does not focus on characters that go into holes to uncover lost wealth and kill the monsters found therein.
I'm (slowly) working on a setting where the Dungeon is an extradimensional location created by minor liminal gods who are hoping to increase their power. This isn't known to the inhabitants, many of whom are just regular people trying to survive in what seems to them to be a hostile and ever-changing environment.The 13th Age RPG has living dungeons like the Stone Thief. I saw an indie game that took the concept one step further: dungeons are demonic entities that spawn monsters which can eventually overrun the area. The only way to kill them is to enter them and remove the "anchor" which us usually in the form of some great treasure.