Yeah. The player had no concept that combat stunts or maneuvers existed. And honestly, some suggestions in the book wouldn't be a bad idea.
The book is definitely very light on examples. I love how terse it is, and how it completely lacks walls of text. However, there are some casualties of the two-page spread per concept approach, and examples are among them. The game does seem to assume some level of experience with old school play.
There was exactly no dungeon dressing or description at all, which made it confusing for me to run. It was a very bare bones 5-room dungeon with a pamphlet format.
Yeah, those type of adventures generally need some degree of fleshing out before play (or coming up with those details on the spot).
Most published adventures play much better with some degree of modification.
Yeah. I don't think I played it that way. Most XP awards were for story reasons (not gold). We rarely used dungeons - maybe small sites with 3-5 areas.
I honestly can't remember if we still played with XP for treasure when we switched to 2e. The values suggested in the DMG for class and individual awards are really low (compared to combat XP), and it gives all of two paragraphs on story awards without giving any actual useful guidance whatsoever.
And that's the point I was making. Many of us played 2e with an emphasis on heroic action and storytelling. But it was in spite of the system, which offered virtually no mechanical support for that style of play. The core mechanics weren't different from AD&D 1e in any meaningful way, still rooted in dungeon crawling. Except it started to de-emphasize the procedures (exploration turns, etc) that supported the original style of play.
Honestly, there's only version of D&D that really supports that heroic action, more narrative style of play that 2e wanted to be...
But back to Shadowdark. You could adapt it to make it better support a more heroic style of play:
PULP MODE
• There are no maximum luck tokens a player can have.
• Players start every session with 1d4 luck tokens.
• You can use a luck token to turn a hit into a critical hit.
• You can use a luck token to take an extra action.
• You can use a luck token to force the GM to reroll a roll.
MOMENTUM MODE
• You have advantage on checks to repeat an action you failed if you try the exact same action again on your next turn.
• Damage dice explode. If you roll maximum damage on a die, roll again and add it to the total. There is no cap.
You could give each player a fixed number of luck tokens at the start of each session instead of having them roll.
For survivability, you could could have 1st level characters start with max HP (a common house rule, although it devalues the dwarf's feature somewhat). Alternatively, you could allow characters to start with a fixed value in addition to the standard die roll + CON modifier. This could be the full 4/6/8 hit point die, or perhaps half of that.
You can give out XP for completing quests or as story awards, instead of for treasure. I've been giving out 1 XP each time they confirm a rumor (whether true or false) for a while, and I've started giving out quest/story XP as well. Playing in the City of Masks doesn't generally yield as much treasure as a dungeon, but they discover a lot of information about various factions and activities in the city.
Cursed Scroll 6 (City of Masks) has expanded downtime activities where characters can improve their abilities fairly significantly.