Toppling the pillars of the OSR: against lethality
One of the accepted wisdoms in the OSR (as codified in e.g. the Principia Apocrypha ), as well at the NSR (as defined by Yochai Gal or Pandatheist) is that lethality is good, and a core component of OSR/NSR play, because it means that player choice has real consequence. I do not entirely disagree with this, but I also do not entirely agree. My opinion aligns more with Pandatheist's follow-up post , arguing that "consequential" would be a better term. Perhaps my brain is poisoned with modern "trad" ideology, but when playing longer campaigns rather than one-shots, I find that the characters tend to evolve beyond vehicle's for the players' problem solving, developing interesting quirks and personalities that it would be a shame to lose because of an unlucky dice-roll (because that is one OSR tenet I do still believe in - the sanctity of the dice result). A dramatic death because of calculated risk gone wrong, or a heroic last stand against an ogre whil