This is why I'm not picky when it comes to setting: ultimately, I care far more about the mechanics and gameplay than I do the aesthetics, whether sensory or thematic.
I can understand and respect that perspective, but I care about both. IMO, one of the things that makes video games unique is that they engage both the left and right brain, so to speak. I mean, if I just wanted pure mechanics, I'd play chess. You can't go wrong there.
The direction of this thread seems to less "roguelikes that require skill" and more "roguelikes that fit into an increasingly-narrow set of constraints".
Yeah, we've definitely strayed a bit, but all in good, clean fun.
As a noob to rogue, I think part of the process is finding one's niche, and this discussion has been helpful with that.
It's one of those "the journey is more important than the destination" analogies, I guess...
I'm not sure if I think that analogy applies here. I'm not really talking about how RLs end proper (especially since I've never seen one). I was talking about how my journey is constantly being interrupted by, well, dying and starting over from scratch, often due to circumstances beyond my ability to correct. In my last Sil death, I turned a corner and immediately saw a room with a half-dozen orcs, who saw me and could move as fast as me. There was no way for me to know what was there before I turned the corner. Running wasn't an option. Really, the only thing I could do is backpedal to the point where I could bottleneck. It was the best option in that situation, but I was still taken out by the last orc.
See, here's the thing. Let's say you're playing a game, and for every single conflict, the odds are in your favor 99:1. Those are pretty good odds. For a single conflict, you can virtually count on a victory. In fact, over 10 conflicts, your odds are still 9:1. However, by 100 conflicts, it drops to a little more than 3:1. By 500, it's a miracle if you've yet to have that one encounter that puts you six feet under. Chances are, that one encounter isn't even going to be a respectable death, either. It's just going to be the logical result of the game wearing your PC down. To be honest, that orc death I mentioned before was the only cool death I've had. That's like a big screen movie death. The PC was fighting off the horde, and almost made it, until one lucky strike from the last combatant took him down. However, all my other deaths have been very unsatisfying.
What is the journey, anyway? That's been mentioned by a few posters, and maybe I'm just not sure what that means. That is, without a plot or character development (in a literary sense), the "journey" is just the game mechanics. Every RL I've played has been pretty clunky in that regard. If I were to make my own RL (and I'm considering doing it with Python once I become better acquainted with the genre), the two things I would change before anything else are the control scheme and the system.