The title sums up my personal ideal for a D&D-based adventure game.
I'm chuckling here because both communities that I know read this blog - old school D&D and L5R - have a reputation for allergy to the Wholly Owned Subsidiary of Hasbro.
So let me hasten to explain. By "Wizards of the Coast" I mean the process followed in 3rd edition development. Stripping down, rationalizing, and examining every component of the game for a new generation of players, while keeping it D&D by sticking to such concepts as hit points, armor as hit chance reduction, levels, character classes giving fundamentally different play experiences, and the six stats.
By "Basic" I mean sticking to a rule set that puts simple, open-ended play and character mechanics ahead of endless customization and proceduralization.
The irony is that Wizards would have actually taken one look at the concept, said "This relies way too much on high-trust groups with creative players and GMs," and ditched it as not commercially viable.
Oh, and just in case it needs to be said, don't judge a box by its cover. That ain't what I'm talking about.
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