What is your playstyle?

MatthewJHanson

Registered Ninja
Publisher
Inspired by another threat asking what support for a play style meant.

One of the goals of D&D Next is to support multiple different "play styles," but I'm not sure quite what that really means. What is a play style? Is it whether you use minis or "theater of the mind"? Whether you want encounter based or day based resource management? DM empowerment of clear rules?

I don't know.

What are some play styles that D&D Next should support?

What is your play style?
 

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I don't have one single fixed style. I run games with some sort of goal, an experience I want to help generate for my players. I pick my system and style to fit those goals.
 


All of them. I don't like playing any style for long.
But I will describe my styles:

Normals (you are not special)
Nonelite (you are just genetical rare and trained but not special)
Elite (you are better than the rest but not much so)
Heroic (you are favored and sometimes breaks the rules)
Superheroic (you are special, chosen, and the world revolves around you. Sense and reality is your footstool)

Adventurer (lvl 1-10)
Paragon (lvl 11-20)
Epic (21-30)
Divinity (31+)

Miniatures
Theater of the Mind

Social with no rolls
Social with some rolls
Social with lots of rolls

Roleplay exploration and travel via rolls
Roleplay exploration and travel via talking
Hand wave exploration and travel

Combat heavy
Combat light
Combat only when appropriate

High levels as rulers
High levels as superheroes
High levels as stronger normal guys

I like them all... except Social without rolls.
 


1. Kill noobs.
2. Take their stuff.
Yes, I find it hard to put a finger on what a play style is and what mine would be.

I know this -
I like action
I like tactical battles (and I don't really mind if the battle is abstract and the tactics are mostly determined by mechanics and not necessarily by direct "real world logic").

I like stories and I like to think of my character as a protagonist in a story and being part of that world. I say protagonist specifically - I am not just some random guy, I may not quite have a pre-defined destiny, but I am definitely in the right place and at a the right time, which gives me responsibility and influence.
I like being able to come up with solutions to problems, but I hate puzzles. I am always dumbfounded when it comes to some clever puzzle or riddle. But I like whodunnit -it's just something more relatable than trying to find out what kind of wordplay the author had in mind. (Even though I otherwise like playing with words for humor, not if it stands in the way of the adventure).

The kind of game mechanics need to be precise and clearly formulated. It can be abstract (I think I'd enjoy a game using concepts like "fail forward" and the like, I don't need process simulations), but as a player and as a DM I like to have a good idea what I can do and how I can do it.

As DM, I enjoy creating a world and craft scenarios that the players can interact with. I tend to make certain assumptions on how players may do things, but not too much. I will certainly give them a healthy dose of combat.
I like low-maintenance games, which means I don't want to have to worry about overpowered or underpowered characters and I really don't want to vet player character sheets for broken stuff. I just want there to be no broken stuff in the first place.
I like to have solid guidelines on stuff like NPC strength and a means of determining how difficult certain tasks are for players (so not just combat stats, but also non-combat stuff - what is a DC for a skill check that the players can reasonably make?)
 


My preferred style is loose and fast, focused on immersive exploration and fantasy wonderment rather than set-piece tactical skirmishes.

That's why 4E lost me and I rediscovered B/X (and similar retro style games).
 



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