The problem is that there's nothing to tell them that they're not following the rules or that they're being bad GMs. Because when you follow the rules as written, everyone dies. It's the soft skills as a player and GM that could make it survivable - and those aren't covered.
It's as if there's this secret "you must learn the craft of GMing with an unbroken lineage back to Dave Arneson or you don't know how to run this system." In short, it's "gate-keepy."
It's bad design to assume that every GM will magically "know" how to run this system instead of creating a system with the design expectations that are robust enough to handle it.
If you're Arcane Library - you shouldn't create convention adventures like that. You also shouldn't presume compatibility with B/X D&D if it doesn't work.
Instead of having pages of random charts, level titles, and other pointless information there for nostalgia's sake, include some better GM guidance.