I am going to riding both sides of the fence here. Again, I have an antiquated perspective. None of this really applies to the modern game. You probably should save yourself the effort and skip it if that's your bag---it's all "Tales from the Crypt", so to speak.
I feel like this is unlikely if you playing regularly and are using GP=XP, unless you are encountering a lot of undead.
I don't think so. At home, we played roughly weekly/biweekly for 2-3 hours. After 8 years, no one has made it to name level. Highest is a 9th-level MU. There have been a few set-backs, but I wouldn't call it highly-lethal either. Far from it.
Consider Greyhawk & Blackmoor were likely more than weekly, but only had been going at it for, what?....2 years? before Gygax wrote the letter
@Pseudoephedrine mentions that lambasts the D&B crowd. It couldn't have been much longer after that (another year? 1977-78?) when he hit the reset button and wrote T1/Hommlet/ToEE only to have Kuntz's existing high-level Greyhawk character (Robliar) come in and trash things. That was also around the time Kuntz had gotten bored (i.e. insufficient challenge) such that he decided to "try being evil for awhile". Those two things (campaign reset & turning evil) are red flags to me that things are starting to fall apart in GH game-wise.
I also suspect EGG was about as lethal as I am (since we both were playing with our younger kids...).
As a player: My good DM's world proved far more deadly than mine, but level advancement could also be far quicker. In the "big outside world" things progressed fairly slowly, but in his Mythic Underworld "one-way dungeon" (you go in and the only way out is by finishing it) progression was much faster. I think my most successful magic-user made it to 16th(?) level before he died. (...and there was a relatively rapid advancement near the very end as things got nasty.)
We loved his One-Way because there was a ton of treasure and you could find amazing stuff that would shoot you up in levels faster...but no one
ever made it out the other side. (...but is had towns, castles, etc. in there, like
Operation Unfathomable, so no one cared.) Also, he was a master of keeping things challenging. Sure, after maybe a year or so of weekly play you might make it up to name level (in the One-Way)---but never did you feel secure. You were always hanging on for dear life and running away scared. It wasn't tricks, traps, or Tucker Kobolds---just well crafted opponents and scenarios (and dangerous stuff we couldn't resist tinkering with. High risk = high reward).
In many ways, we played like Huso writes about his high-level game (which took him 5-6 years to reach its apex?). All those levels, all those magic-items...they couldn't save you because the
second you played dumb---WHAM!. We never saw the real Dark Lord, because there were too many "local Dark Lords" in the way.
Rappan Athuk similarities abound.
As a DM: I tell my kids: in the outside world it's
low magic. You have to go into the forgotten corners of the world that haven't been plunder for the really amazing stuff. There are no 100,000 GP treasures in easy reach, and all the forgotten artifacts are...well...
FORGOTTEN (for a reason). The few times they have "gone deep", they immediately high-tailed it back to the surface world and then lingered there for long periods because they like walking around being insta-big-shots. Eventually, they seek challenge again out of boredom, but they know there is stuff in the dark corners of the world that will f***k you up---and they are scared of losing what they have gained.
You hear that Malrex? --- almost name level...
and scared of going back into the dungeon. Both the
known and
unknown of what's down there gives them the willies.
Down there, it's easy-come but also easy-go. The party is suppose to tear through their precious resources in the dungeon (and rapidly reacquire). Favorite magic-items get
zonked. Things
explode.
<Click> out-of-charges...throw away your staff (or else snap it in two and hope the explosion takes out the baddie along with you). But in return there are also Spell-Machines. Forges building K'walshish-like
Apparatti. Potions and
grimoires that boost you a level.
New and unusual spells. Genies granting wishes. Artifacts that stop time. (All strictly By-the-Book
as-intended!)
Well....is it worth the risk?
Do ya' feel lucky?
I think it was 3 years of overland travel (finding the mega-dungeon) to go from 3rd to 5th level. They entered the mega-dungeon and in
one summer walked out as 7-9th. They then majorly back-tracked into "safe territory" and haven't gone up but a single level in 2 years (of reduced play frequency because of college). Now they are on a side trip (hopefully to G1!), and then it's back to the real threats in the mega-dungeon (where they left some of their henchmen & allies waiting). And all-the-while, a storm has been brewing and the levy is about to break in their low-magic "safe zone". (Time Keeping = meaningful campaign, says EGG!)
This is why I frequently disagree with Bryce's criteria about having enough treasure in old-school adventures for GP=XP.
Tough titties if you don't level---all that means is that the risk was insufficient (or it just didn't make in-game sense for there to be any real treasure there!). PC "goals" are self-selected---my players want to accomplish things in the world that give them some sort of
prestige or fulfills an obligation.
"I did THIS!", they tell each big-shot NPC they meet---who usually approach our party like:
"Who the hell do you all think you are?". My players then brag to them. Silly if you think about it---it's just
me behind the NPC mask, and I already know everything they've done.
So, it's not just about gaining levels. Heck, after name-level---if you aren't a spell-caster---going up a level pretty much gets you +1-hp. (AD&D was/is a such a
masterclass of balanced design!).
And if you are a magic-user...
where the heck are you going to find those 7-9th level spells, eh? They are not in your local library! Better head into Other Planes and/or Dial-A-Lich. Everything
you want becomes an epic quest to achieve. Session after session of little-to-no-reward as you chase your White Whale.
Is this domain play? I'd say "no". (...but there are armies...and big battles...kings, nobles, factions, and intrigue.) Truth is
Blackmoor has never resonated with me like
Greyhawk. I think the former is where I'd look for an exemplar of domain-style play.
Even the Greyhawk and Blackmoor campaigns are meteoric in pace as compared to most campaigns today. I see DM's fretting about advancement being too fast, and/or being too generous in treasure or magic, because they apply Gygax's admonitions without any concept of the ludicrous speed advancement and rewards of the group's actually being admonished.
It's a small percentage of old school campaigns today, I think, that can bring themselves to play a level where they'd advance to 14th level in the same number of sessions. And then they'd get called "munchkin" by those poking along in the purported sweet spot.
I think I touched on these points. I fretted, and didn't allow them to rush things. But now we are "almost there", and it was worth the wait.
The SCOPE of their adventures is far better for having had patience. You will never be able to change my mind about that (because I know I'm 99.9% right). --- Delayed gratification. Always hungry. Two steps forward, one step back. Celebrate the small victories.
In short:
Dangle carrots just out of reach. That's one-half of the DM's job.
What's more, I think our progression was about on-par with Greyhawk---because they played more often. Dungeons & Beavers was like every knuckle-headed middle-school/high-school group I knew that would get to 15th level (multi-classed) in two-dozen sessions. Gygax was right: That's total Monty Haul BS.
Back to Prince's original point: OK...now who's fighting g
ods? Neither I nor their PC's will live long enough for that to
ever happen.