Think about it a bit more, I’m really interested in the way Trophy Gold does lethality in comparison to OSR games. Just by eyeballing the math, it seems like TG characters are a lot more likely to survive in the short term, but probably less likely to survive in the long term.
E.g. - in your first session, your TG character has to take exactly 6 ‘hits’ before they ‘die’. Compared to OSR games where it’s a lot more swingy but the average number of hits you can take is probably between 1 and 2. So your TG character is not going to get gibbed by a critical hit from a kobold.
On the other hand, if your OSR character survives a little while they gain more hitpoints, more powers and generally improve in survivability. Plus, you can replenish your health and items more or less for free whenever you go back to town. Whereas TG characters get worn down gradually and have to spend a relatively large portion of their precious gold if they want to regain resources. In the long term I don’t see it ending well for many TG characters…
I really like this because it incorporates a lot of things that OSR designers and players love. We love the resource management, the scrambling for a little bit of gold, the PCs getting gradually mutated and broken by their experiences. But we are more likely to let those things emerge naturally from a mesh of chaotic systems (critical hit tables, encumbrance rules, spell failure tables, etc.). Whereas TG adopts the storygame approach of “this is what I want from the game and I’m going to make sure it happens”.