Delving Deeper has some features I like a lot including:
- A thief class.
- A thief class that doesn't suck at low levels – all thief skills have a 4 in 6 chance of success, for the duration of the thief's career.
- A very clear, organized layout, IMO.
- One-minute combat rounds – believe it or not, I like this kind of abstracted combat. With rounds this long, 1d6 damage for all weapons arguably makes sense.
- More "complete," IMO, than S&W White Box (my other favored OD&D clone) – I ran White Box for a year and a half and really enjoyed it (a lot!), but it really felt like it needed to be house ruled. Delving Deeper feels to me more like it can be house ruled, and quite easily, but doesn't need to be.
- Very low verbiage. The text says what it needs to say – in a clear and thorough way – then shuts up and lets you play.
- Did I mention simplicity?
Thinking about where I'm going next, in terms of running something, it will likely be a one-shot or very short campaign. An ultra simple rule set has a lot of merit in that context.
Yes, I'm still mulling – and working on a short adventure.