Well, everyone plays D&D differently. What do you find so "different?"
The parts I quoted. I've never felt that combat has a predetermined outcome. I can barely ever guess what new-fangled stunt my players are going to pull from one round to the next...to say nothing of their dice rolls, or mine.
The time they were hired to hunt down a group of hobgoblin brigands and bring them to justice? Pretty straightforward adventure hook, right? NOPE. They took the contract and hunted them down, all right. Then upon meeting the first group of hobgoblins, they
asked if they could join their gang. I thought it was a ruse to get close to the leader, but nope. They were serious. On a whim, they had just decided to be bandits instead of heroes.
That time they were fighting that gelatinous cube in a large room? Sounds easy, right? Just break out the crossbows? Nope, absolutely not. Someone mentioned that oozes couldn't fly, so the ranger and the rogue decided they absolutely must climb up onto a chandelier and attack the gelatinous cube from above. Of course, they fell...
directly onto the gelatinous cube, and were immediately engulfed. Once freed,
they tried again.
Heaven help me if I mention a fireplace, torture device, or hole in the ground while describing a battlefield...it will
immediately become the most urgent and important thing in the room. "Oh there's a
fireplace? Well
clearly we need to stuff the mimic into the fireplace and light it! Sure, it will put ourselves in unnecessary danger and use up tons of resources, but
clearly the DM doesn't want us to!"