Jumping in late on the OSR vibe...
Actual Old School, however, is VERY adjacent to DH... just delete the metacurrencies. The OSR isn't actually all that reflective of the Actual Old School... in part because actual OS was a wide gamut and the vocal segment of the OSR are focused on a rather narrow slice of it,
Personally, I don’t think it’s useful to try and measure Daggerheart against the “OSR gold standard” of attrition-based, room-by-room exploration. I think most of us agree that DH just isn’t built for that. It doesn’t mean you can’t hack it to approximate that feel,
A food count-down, a light count-down, and an ammo count-down, and you're mostly there.
but the system as written clearly leans toward scene-framed play, narrative pacing, and emotional storytelling, not procedural movement and resource counting.
As did a lot of tables in the 70's and 80's. The procedural play was not uncommon, but largely was not the focus for many adult groups. Hell, for comparison, look at Tunnels and Trolls and the way it's played... it's only a year younger than D&D in the market... (I think the 50th version will hit at 51... ie, 2026) stunts in combat were something mentioned, but not actually given a rule... it was just assumed that players would be, until 7th was released.
If you want procedural rigor, yeah, you’ll probably be happier with another system.
Not a lot of actual old school play was procedural
rigor...
But if you want emergent tension with a strong narrative spine, Daggerheart can totally do that—as long as you let it be itself. I'm confident that there can be a sweet spot between OSR vibes and Daggerheart’s design.
It hits most of them already.
A dungeon crawling variation just loses the traps, and requires creature conversions.
Or, the traps become a Fear result. Schrödinger's Trap, if you will. It's there and not there until the scene ends, either having been summoned by decay of the waveform via Fear result, or been avoided by fate.
A lot of dungeons' details really don't need to be mapped to the square; indeed, I've occasionally used node-based dungeons in several games: that is, I know what is connected to what, but ignore the halls/tunnels inbetween... as is done in D&D's Out of the Abyss underground wanderings... I made small geomorphs for tunnels, and random encounters then had random tunnels, too.
Many dungeons would be more fun, really, if the exact ranges aren't set in stone on the map...
And then, the one thing that is going to be missing: The save or die traps. But those really weren't all that common. In the TSR modules I had, it was only the tournament modules that did that.