Celebrim
Legend
IFor instance, it is a default assumption in D&D that the content of the module is secret from the players.
It's not necessarily a strong assumption that a module is more secret from the players than is recommended by the Burning THAC0 pdf. It was the interior of a module that was deemed secret and the reason modules were shrink wrapped. It wasn't strongly assumed that players couldn't see the front cover or read the back blurb and many would have been familiar with the product from the blurb product catalog, and at least known the title of the module (which in many cases was a blurb itself). In fact, some DMs did show players this much in order to obtain permission from the players for running the module, as in, "Is this something you think your characters would do?" or "Is this something you are interested in as a player?" A DM in a long running campaign probably just isn't going to assume the players go to the Tomb of Horrors. He's going to in some fashion obtain their permission to frame the scene.
What's important about Burning THAC0 is it does assume some degree of secret knowledge is best ("You don't have to reveal every twist and secret"), usage of the maps in some cases, preplanned encounters, a predictable and therefore roughly linear plot, etc.
Whereas in BW, telegraphing the stakes is more important - once they're known to the players, then the players have a reason to engage despite the fact that the challenges are horrible.
This is get really silly. D&D telegraphs the stakes to, "Fantastic treasure or horrible doom await! Step on up!" And how many D&D groups have been hooked by appealing to the characters idealism, "Innocents are endangered! My Paladin just can't stand by, we must make haste to Durbinshire!"
(The canonical mode of monster building in the BW Monster Burner involves player feedback on GM monster designs. Think about how out of place this would be in Gygaxian dungeon play!)
Yes, but Burning THACO has moved out of that canonical mode into a new equally valid mode. It's still BW, but its got a list of monsters in the module discussed as an appendix. Remember the goal here is to capture old school feel. It does that not mostly by changing mechanics, but mostly by changing the approach to play.
That's kind of like saying "Take RM combat, but strip out the crit and wound mechanics in favour of hp attrition, and you'd have something pretty close to D&D."
The simultaneous secret declaration of 3 "volleys" (which may be anywhere from 1 to 6+ actions) at a time is a key part of the game. It's how you can win in melee even if you're weak, for instance: because you outsmart them and strike when they're not defending.
Ok, sure, but I'm not saying that you need to make these alterations. Keep the 3 volleys, and its still going to play like D&D. My point was just how minor the mechanical differences really were between BW and various editions of D&D. And as far as simultaneous secret declaration goes, the 'strike when they're not defending' is as applicable in shorter volleys as it is in longer. It's an aspect of 'secret simultaneous' and not of '3'.