I haven't been through that one, but knowing channel, it'll be a fairly just-the-facts walkthrough of the rules covering the topic in the TSR versions (emphasis on oD&D, BX, AD&D, and 2E), with some discussion about the consequences based on the playstyle the devs of the time assumed. So it will cover how oD&D/Basic had no penalties except two weeks downtime (and how in that time the DM's other gaming groups might strip the dungeon bare, leaving you in the lurch). Also finding a capable caster (and the rules on what towns would have a cleric of that level, and what their attitude to the party might be). For AD&D it'll also cover how you lose Con when raised (and have a lifetime limit of your original Con score), how you have to make resurrection % checks when raised, how casting the raise spell ages the caster (who then has to make system shock % checks). Also how the cost in GP means delay in training at level-up (since how much gp you earn in getting enough xp to level-up leaves you with virtually none left over). Probably also caveats about how no two group played the same, every module or setting slightly tweaked the availability of clerics and how much they would charge, and/or how wishes ranged from the rarest thing ever to finding them under every toadstool cap. He's very liberal with handing out 'and this is why [my childhood/the TSR era of A/D&D] was so great,' while also acknowledging that it was a constantly evolving mess that differed over time (and as you levelled up) and between groups and that no two gamers of the era had the same experience. "yea kinda but no not really" is a pretty good description.
I'll watch after work and update if I see I was complete wrong.