To me, DC is just a generic dungeon crawler. It gets nothing special by having a hardcore no-save mode except for people who like that kind of challenge. No saves isn't any more fundamental to the basic premise of the game than having it as a pure ASCII version is. It's there to give people a reason to replay it hundreds of times as opposed to only dozens. But it's not a requirement. DC doesn't "break" because of saves anymore than any other game breaks because of them. The only way it breaks is that it deprives someone of the chance to go "i did it all in one life!" Except in my case, I'm not asking for everyone to have a save feature. I'm just asking for a choice.
Compare Binding of Isaac, a rogue-like-esqe game with permanent death can be finished in under two hours. That's where I totally see the purpose of no-saving as a fundamental part of game play, because the game isn't long enough to benefit from saves. Top to bottom DC can take many, many hours to complete if you're going for as much as you can. I wouldn't play Morrowind, Oblivion or Skyrim hardcore for the exact same reason; it's not fun to me to try and stay alive for 12 hours in a setting where you're going to get your ass-handed to you at random intervals based on nothing but the RNG and a desire to put death traps everywhere.
So, if I mod Morrowind (okay, it's not a good game either way) to have some big huge weapon lying in Balmora just waiting for me to pick it up, when at that point I cannot loose the game anymore
One, nowhere have I said I want something as broken as a custom weapon that kills everything. And two, why is losing the game so important to you? You don't lose it either when you play hardcore, you just start over. By your definition, you should die and then never be able to play DC:SS again, because even starting over means you're just starting from a save point set at 0.0. So, I find your argument specious. There are plenty of consequences in DCSS without permanent death. Namely, the annoyance and frustration that are part and parcel of the game.
There are a lot of ways to play most roguelikes. DC is designed to be played in a lot of different ways - my god, you have 24 different races at the moment and all of them are played differently! Asking for save games in DC is like asking for teleporting in Chess!
Completely separate. That's content. Imagine if hardcore chess demanded you take a hammer to your pieces when they were captured. There's such a thing as table top wargames where those are the rules. And guess what? I don't play those rules either. Because they're stupid to me. Yet I still play the game in a way that's fun for me.
Any additional race is exactly additional rules - that's why Mountan Dwarfes where taken out of the game, because they weren't different enough in terms of rules. There is no superficial scroll (even the scroll of random uselessness had it's place before the introduction of the new skill system) or potion. Most monsters have a very distinct profile and evoke certain strategies to be employed. They are all mor then just color, most of them have their own impact on how you have to play to win.
You're still talking content and trying to make it into rules. If a Daemonspawn gets random mutations that let them do stuff, that's content. That's not the same as the game booting you out of the game and telling you to start over.
Uhm, so just for your enjoyment we should include teleportation in Chess? I guess that makes sense.
And I think this is really the point with Crawl. Everyone who plays Crawl according to the rules thinks it's some sort of bloody competition. For me, and I'm guessing many others, it's not. It's a SP dungeon crawler where it's staunchest fans act like anyone playing is in competition with each other.
So no, it's not like asking for teleportation in chess at all. And even if it was....I'm playing myself, so the only person dictating the rules that are completely within my power to control....is me.