the 4e DMG was best I've ever seen (about equal with Moldvay's DM advice, which gets points for succinctly hitting all the high-points of DMing a rules light game).
I really like Moldvay's GM advice, and I'm glad you've called it out. Page-for-page I think it's better than the 4e DMG.
What I found, though, was I could never quite seem to get Moldvay's advice to fit his mechanics, precisely because of this:
charging into 15 goblins, saying "I attack," "I attack" over and over again, and then when they are killed in short order
In other words, Moldvay's D&D, and his discussion of scenario design, made me want to run a non-classic-dungeoncrawl game - but it took the original Oriental Adventures to actually give me the material to really do that for the first time.
Your play style is valid too, it's not just D&D IMO, it's videogamey.
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I don't find playing immortal characters in a role playing game or in a videogame very challenging or rewarding. There is no death to defy, and thus no glory.
I'm not sure you've really grasped what [MENTION=205]TwoSix[/MENTION] wants out of RPGs. There was nothing in there about videogames, or that struck me as "videogamey".
I mean, looking at the list:
Use my powers.
Interact with interesting NPCs.
Fight, not as a last resort, but because there are bad guys that need whupping, and I'm the biggest ass-whupper around.
Avoid caution, because my character can handle almost anything I throw at him short of pure suicide.
Travel the planes, not because I got the right spell, but because the party managed to complete the ritual at the altar of the fallen temple that opened a passageway to Hell.
Where's the videogame? What I see there first and foremost is
immediacy - in the situation that the GM is describing things are happening to my PC
now. There's no
time to faff around with encumbrance, or planning spell books - I have to
act, and because the NPCs are interesting, and because a passageway to Hell has just opened, and because I'm the biggest ass-whupper around, when I act it will
matter. Stuff will happen.
At least for me, the emotional experience of playing a spell-stocktake game is something like the emotional experience of doing a crossword, or winning at Connect-4. It's puzzle-solving. I think TwoSix is looking for a more visceral experience, one that is closer, in play, to reading REH's Conan (minus the virulent racism, I guess) or to watching John Boorman's Excalibur. It's about players and GM collaborating to create a drama rather than a spreadsheet.
As for death or glory - even in my rather staid academic life I feel I've had moments of glory, though I was never in danger of dying. A game can have high stakes, stupefyingly intense stakes, without having to put the PCs' lives on the line in any mechanical sense.