Arilyn
Hero
The modern OSR has moved away from random death and "gotchas." A good adventure has choices, loopy dungeon design, telegraphs dangers so characters have meaningful choices, has lots of things for characters to interact with, and factions to ally with or oppose. Morale checks are also important. Monsters should flee or surrender instead of always fighting to the death. Clever play means that characters aren't dying constantly. Yes, the world is dangerous, but it is very possible to gain higher levels and retire.
There are many imaginative scenarios and games out there. I've got far more enjoyment out of Brad Kerr's Wyvern Songs for example than any recent hardcover adventure path.
This is not to say, it's the only way to play. I enjoy a wide variety of styles, including no-death games, narrativist play, quickie little zine games and lush thick hardcovers. Too many games.
There are many imaginative scenarios and games out there. I've got far more enjoyment out of Brad Kerr's Wyvern Songs for example than any recent hardcover adventure path.
This is not to say, it's the only way to play. I enjoy a wide variety of styles, including no-death games, narrativist play, quickie little zine games and lush thick hardcovers. Too many games.
