Zardnaar
Legend
I think folks get lost in the idea of total agency. I'd expect a set piece battle in a module, particularly one with a memorable foe. Its in that set up and encounter execution that will determine if its a success or not.
Seems like stock villain stuff...
Sounds like a good strategy.
Seems like an extra layer of force, but a tried and true trope I suppose.
I've run a module by Paizo that had an element sort of like this. Instead of an item that needs to land a single die roll, you make it part of the encounter. A series of events need to pass in order to one shot kill the baddie. This turns the typical beat the HP to zero shuffle into an entirely new and interesting dance. Perfect for the end of a module, IMO.
Modern design definitely isnt point a to b to c with no variation. This typically should be avoided, but a lot of the determining factor is going to be in the writing and GM execution. Frankly, a lot of players dont mind a scripted railroad like this. Which is why you see it from time to time.
Yeah, this is where player's campaign guides come in and gives players a reason to care about the adventure in front of them. Some players and GMs prefer that wander around doing something entirely different and unconnected every session. Those types should probably avoid modules and use campaign setting books and rando tables instead.
Personally, I dig games more when they are built up. I don't care about a PC that has wings or laser eyes or lightning fingers. I want a grand setting with lots of moving parts and factions with agendas. I want to be able to be a mover and shaker on the grand scheme. Seeing my PC take action that makes a difference in the entire setting is what im after.
So, im all aboard the Hickman revolution. I think modern adventure writers have, generally, learned really good lessons from the above. How to write an adventure that has set piece battles, and narrative components, that dont force the players down a single path. Fully embrace those lessons and learn to execute at the highest level you can.
OSR products are meat grinders. The purpose is less grand and the narrative is thin. The point of an OSR game is to engage the game portion and survive through skill play. It would, rightly, be cheating to fudge dice results for such an experience.
I think its not a good idea to think of things in "proper" one way terms. I think the proper answer is what you like and prefer. The good news is, there is a plethora of both modern and old school systems, products, and modules out there.
OSR can be a meat grinder but for the most part it's not.
And I've been running old modules. Some modules are but it doesn't have to be.
2-5 encounters are more typical.