Emergent narrative is a fundamental concept of Old School Renaissance gaming.
A lot of game masters picking up an OSR game believe that the rule set is the number one difference between WotC published versions of D&D and Old School Renaissance. I disagree.
Can you run an adventure as written? I think you can. Does it matter if you don't?
The implied setting of Original Dungeons & Dragons was post collapse not post apocalypse.
Old school games emphasize teamwork more than contemporary designs. The reason why is hidden behind another characteristic of old school games.
Old School Renaissance games are an ideal entry point for new players.
What if you created games and stories with the intention that they would still be enjoyed in 50 years?