Imaro
Legend
It’s not that any specific, individual rules make it necessarily about delving. It’s just that, the effect of all of the rules in aggregate, if you actually follow them, produce a game about delving. All the stuff that’s in there that people tend to ignore - the 6 to 8 encounter work day, the travel rules, random encounter tables, encumbrance, rations, etc. If you run the game using all of the rules, the way they were written (i.e. the way the game is designed), the result is a delving game.
I think you can pick and choose rules to create a delving game, but when looking at the rules in their entirety... social interaction rules, madness rules, divine boons, weather effects, inspiration, honor, traits, flaws, & bonds... and so on. I don't think it inherently leads one to play a delving game.
Yeah, he seems to be advocating for using all of the rules given in the books where they apply to see what their emergent effects are before judging/changing the game... I agree with that to some extent but I don't agree that using all those rules leads to a delving game.Coincidentally, the angry GM just posted an article this very morning about what I’m getting at (the game-as-designed part, not necessarily the delve part.)
Exploring by the Rules | The Angry GM
The Angry GM delivers advice to players and dungeon masters of fantasy role-playing games with humor, snark, and attitude. Game masters and players are sure to find something of use, whether they are playing AD&D, D&D 3.5, D&D 4E, 5E, Pathfinder, D&D Next, or any other role-playing game.theangrygm.com

