It's a very cool series of old-skool cRPGs, offering pretty much freedom to the players.
The world of RoA is somewhat cliche fantasy, but that also means that you will likely feel right at home.
According to Guido Henkel, their goal with the series was to be as close as possible to the PnP RPG experience, which they do quite well.
Part 1 and 2 feature extensive traveling on a large overland map, with plenty of possibilities to put your characters skills to good use.
RoA 1 has you following a kind of scavanger hunt while searching for map pieces leading you to a legendary weapon.
RoA 2 is described in the link by VD. Overall RoA 2 is much more polished than RoA 1 (presentation and gameplay), but can be a bit hard at times, as many hints as to what to do next are vague at best.
RoA 3 unfortunately does away with the overland map, instead you are playing in one larger city and it's surroundings. Still, I'd say that it's atmosphere and overall gameplay is pretty good.
They are not 'vague', this is how things were done back in the day. It is up to the player to make up his or her own mind what to do next with the info give, and go to various places in the world (cities, towns, etc) and try to see what other info they can uncover to find the location of their quest. Or wander around hoping fate will lead them to their destination, which is quite fun in the ROA series (first 2 especially). It is only vague and confusing if you are used to quest compasses, exclamation marks on top of NPCs, automatic markers on automaps, and consistent reminders by the character you are controlling that 'I need to do this right nao!' or 'You can't go there! We need to do this first!'
Also, if you play, esp. in part 2 it's important to save often and in separate slots, esp. before entering certain cities or areas - there are a few ways to lose equipment (both intended and due to bugs) and die horribly (usually intended if you choose the "wrong" answer/way).
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There is only one way to loose equipment that you do not throw away yourself, and that is if you goto Lowangen and one other small town. This is because both are besieged by orcs and they only let you pass if you give up your weapons and equipment because the reason for the siege is to cut off all supplies to the town and force a surrender. You can still win fights though, if you have mages with full astral energy. But ofcourse, it is extremely tough because, surprise surprise, weapons were invented for a reason.
Also, in multiple playthroughs of the original english version of the game I never came across a single bug...maybe you are talking about the original German version?
You cannot die horribly due to a wrong answer way. Technically. However, the game does not handhold you at all, so if you make stupid and/or desperate decisions then yes, you will pay the price with a probable TPK. These choices are few but can include trying to fight your way out of the aforementioned siege; you will obviously be overwhelemd by the thousands of troops there. The battle plays out properly in turnbased fashion though, so you can watch the fate of your pcs in realtime desperation.
Apart from that if your pcs are sick and weary and low on life and astral points, yet you don't goto a town and keep wandering, yeah obviously you will eventually be killed. The RoA series, especially the first 2, were the only crpgs ever to make me feel extremely relieved to find an inn or a town (because towns have inns). The satisfaction of finding an inn where i could rest to heal and get well and restock on food (and have my pcs eat their first proper meal in weeks/months) was 10000X greater than finding a +5 Holy Sword in any other rpg or a magic wand of annihilation or whatever. This feeling of relief and joy at something so mundane has, to my knowledge, never been replicated in any other rpg to day. (going onto 18 years now since Star Trail was released in english) Not even in so called hardcore rpgs like Arcanum, ToEE or Baldurs Gate 1.
Stupid fucking popamole!