Maybe the game could reset itself say, every ten playthroughs.
So for example: You have a game with a village and a dungeon, and each character leaves a legacy. Some could retire to become eg. shopkeepers, others can leave artifacts or give more abstract bonuses, such as resistances/achievements. But you only have ten characters to develop your village with. After the tenth death/retirement, you start with a freshly generated "level 0" village. You could probably combine this with random monster species etc. that are regenerated every cycle. You might get a fun metagame around retiring (or spectacularily killing off) characters in particular ways, setting up a victory with an upcoming hero.
This maybe doesn't solve the problem of "positive feedback" (whatever that is, I'm not quite sure?), just scales the genre up a little bit.
As always,
Minotauros
I think this could be really fun if you plan a game around it. Essentially what you are describing is a gameplay where you have 10 characters in a "playthru" instead of one. I don't know if this could be pulled off particularly well in a roguelike. What if you spectacularly set up the first 9 characters for the player but then, by some poor luck perhaps, your 10th character fails miserably?
Alternatively you could have a "rolling" village that always has an impact from your previous 9 characters. When a character ends his play, the 9th previous one has their impact removed and replaced by the recent one. As you more consistently do a better job, the benefit to your current player would really increase. The important thing is to balance the game around this. You have to make it so that you expect the player to need a really good village in order to win, otherwise the game might become to easy.
It might be more fun down this road if you get to choose whether or not to add a character to the list of legacies that define your game. Perhaps you have a really good shopkeeper you don't want to lose.
I think either way can end up fun, but they all present different game development challenges in their own way.
As far as positive feedback is concerned, this is a tangible "good job" for the player basically. Getting a level up is positive feedback. Getting an achievement is positive feedback. It is a design system made to get players to want to keep playing (see mmos for a genre designed around this principle). The official definition is something like: A causes B, which leads to more A. In this case, A is gameplay, with B being some kind of reward, which leads to more gameplay.