My synthesis of these two positions, which I both agree with, is that the purpose of darkness mechanics is to adjudicate darkness, and this is usually ultimately as a tool to heighten tension. Simulating well enough that it is a challenge when you'd expect it to be a challenge and that it can be countered with approaches and effects that you (player or DM) can judge reasonably well is what makes it work as a tension heightener. A little bit of light logistics (versus the alternative) tends makes light/dark less of a gotcha and more of a tool, because it's not just the DM saying "surprise, magical darkness" (that can be fun too, but it's less effective when that's the default encounter with the dark), as the players can plan for it both prior to and during the encounter.
I doubt any of my non-DnD playing friends have heard of Critical Role (even the majority of my D&D playing friends). Some may have played BG3, purely as a video game, but mostly not. I think at best the average non-D&D player of young-to-mid millennial age (my social target audience, some of whom are however quite amenable to playing), as far as fantasy goes, maybe knows the LoTR movies, GoT, Harry Potter, Shrek, a selection of adventure movies/video games/books with mild fantasy elements, Monty Python's Quest for the Holy Grail + Princess Bride (if they are of a certain age), and vague recollections of myth/fairy tales. Maybe a Miyazaki movie. Given this, the quirks of D&D fantasy beyond what has soaked into the popular culture (which I'd argue contains a lot more torches than darkvision, even today) are not really on their radar!
My darkvision proposition would be to bring it back as infravision (with all the implied limitations vis a vis darkvision, but also advantages like seeing footprints and air currents) and make it costly (character build wise) to acquire (as in earlier editions). In fact, add a bunch of exotic senses, ultravision, cat vision, jewel smelling a la DCC, magentic field detection, echolocation, etc., with various advantages and limitations. Flavorful, gameable, and sommmmeeewhat lore compatable. One can dream!
Fully agreed, PCs should be able to reason about a mechanic in world terms. My workhorse not dealing with darkness in my Darvision Nerfed Homebrew setup, when I don't want to, is "this ruin has ancient magical lighting" or "this cave has bioluminescent mushrooms". And if they truly delve into a totally dark subterranean setup, that's there choice, they are asking for true, terrifying darkness!
I think I basically agree with this. More lighting options with different mechanics - excellent. But then, Darkvision + Light Cantrips as written sort of smothers this in the crib gameplaywise, right? Why bother with all these different options, except as the equivalent of specifying your PC's hair color, if the Darkvision + cantrip combination make it unnecessary right out of the gate? Why bother with the luminescent bug lamp? You got to feed the bug and it can be killed/posessed, unlike your darkvision, so its right out. What puzzles are left to be solved cleverly?
I think this summarizes how I see things pretty well.
I think Create Food and Water is a fine spell in this context. Your cleric doesn't get it until 5th level or thereabouts, and that still leaves a few levels until it's a cheap spell. I'd make it more like AD&D's version (only feeds 3 humanoids instead of 15, so supplement is still probably required initially) and bump its costliness up a little (as spells are a little more precious in 1e). But philosophically, something that provides a strong counter to a logistical challenge of an earlier tier of play is fun. It's the brokenness out of the gate that bothers me. I mean, why ever take Create Food and Water as a cleric? Food and Water problems RAW were solved levels ago. That choice is mostly a false one.
I am reasonably invested in D&D remaining fairly big tent, though I'm fine with that big tent finding expression through optional modules, as you suggest, provided they are integrate well and are done well (i.e. better than the Bastion system). My reasons for wanting a big tent are:
- I want to play a pretty big tent campaign. Depending on the whims of me and the players, some nights are going to be heroic fantasy, some will be classic dungeon crawling, some are going to be political intrigue, some will be horroresque spelunking in the dark, some will be survival in a desert, some will be will be domain play, some will be wargame-esque mass battles, others will be a mix. All in the same ongoing campaign world, as I think is basically the Gygax dream of D&D. Yeah I could play Shadowdark for a torch-heavy low level dungeon delve, and survival game for my survival logistics fix, but I want a lot more than either of those as well. There aren't that many games that work for this goal - probably AD&D and a few others, but for a group that likes a moderate complexity character build middle ground of 5e, such a transition might take some convincing! Which leads to my next point..
- D&D in its modern incarnation is a very useful coordination mechanism. It's popular, known, has a lot of supporting material, and can be used for a few different styles of play. I can get a decent number of both players and DMs to happily agree to a large scale campaign in it. Moving to an older system or introducing a bunch of questionable homebrew introduces mild to severe friction for this goal.