Sorry for any confusion with my sequel to the original adventure.Perhaps “heroic” is a better word. Having to run home after 1 hour of dungeon delving doesn’t feel very heroic.
Though again the real heroism comes later, I get it.
It seems like its one of those expectation things. The early modules were intended to not be "heroic", per se, but to balance risk with reward - do we continue to push on further into the dungeon, risking death, or retreat to heal and take what we can. The game was often filled with those types of decisions, particularly at low levels.
I've seen some games severely limit "rests" (using the Ad&d term, not the 5e) by not allowing them in dungeons - where there is usually a 1 in 6 chance of wandering monsters, and its not very comfortable to get a good night's sleep. In that kind of set up, you basically have daylight hours to explore, then retreat to the Inn, then repeat. When we played 40 years ago, we rested in dungeons, dealt with the wandering monsters, and tried not to leave the dungeon until it was "done". We lean to the former now (repeated delves, if necessary).
I'm running OSE Advanced, and my experience is the same. We're running through Border Watch set in Greyhawk, and the party of three 4th/5th level characters are being battered around by Orcs/Orogs and an Ogre or two. They refuse to pay hirelings/henchmen. They have also started at 12k xp and studiously ignored dungeon delving, which is where the coin and magic items usually are. So they're pretty basic, still. If they survive Cragson Mine and the caves (which I have my doubts), they'll end up stronger, but still need to break out of that "the party is only PCs, and we hoard our gold and don't hire help."