Hard & gritty beer and pretzels.
I run a serious game with potentially brutal consequences born from an embraced player agency model. Stakes are high, PCs have little narrative armor (there have been deaths and one TPK).
This (well except for the TPK, not that I've never had one just not...recently...lol) pretty accurately and succinctly describes my DMing style and philosophy. I am glad to see another person who understands (well, at least agrees with me) that an absence of safety nets and plot armor and "do you consent to have your character die" mechanics actually makes player agency meaningful, rather than being at odds with it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.