I don't want to come across as overly hostile to the Cinematic approach in general. I should make clear that I was trying to attack the Power Rangers (TM) approach where the player characters are able to solve all their problems by charging into the attack whenever they see their enemy - not the Cinematic approach in general, which is in my view the best hope for the future of gaming, since it's the only alternative on offer to the Storytelling style which has done so much damage.
The "1e feel" of the thread title goes back to a time when RPG's were very Darwinian. It wasn't quite "survival of the fittest" - at low level, it was often "survival of the luckiest" (because a few high rolls on those 3d6 certainly enhanced your character's chance of survival, and because a few good "to hit" rolls in the right places were often the make or break of the group's success.)
Once you'd got past that early stage and reached higher levels, 1e AD&D was a case of "Survival of the least stupid." Adventures like S1: Tomb of Horrors showed this perfectly, being stuffed full of traps that caused death with no save. Either you were able to think laterally and use spells creatively to solve the unique challenges posed by the dungeon, or your character died.
S1: Tomb of Horrors, incidentally, is an adventure which contains only one or two combat encounters in the entire area. There are to the best of my knowledge no published "Storytelling" style adventures which are as cerebral, or as light on dice-rolling, as S1 which was published in the 1970's.
Anyway, what I'm coming to is this: Stupidity deserves to be punished.
I mean, you wouldn't reward your players for weakness, or greed, or clumsiness, or ineptness, would you? Stupidity is not a survival trait and its wages should be punishment rather than reward.
Equally, clever play should generally be rewarded with success, wealth, experience and so forth.
The problem with the "Storytelling" style is that it doesn't reward (or punish) either kind of play. Because the outcome is fixed in advance, it really doesn't matter what the players do. No matter whether they charge in and attack at the first opportunity, or try to negotiate, or avoid the encounter, or set up a clever ambush, or in fact whether they stop paying attention to the adventure entirely and sit around drawing up plans for a new world order, they are always going to end up in the showdown with the evil necromancer which takes place on the narrow and inexplicably handrail-less bridge which swings precariously over the lava pit.
So why should they bother to play intelligently? In my experience, with the storytelling style, few players do bother.
I'd be interested to know how a DM from the Cinematic style would solve this and reward intelligent or skilled play. Is the answer to engage in "stream-of-consciousness DMing" where little is prepared in advance and the majority of what happens is made up by the DM on the spot?