I'm with you as far as #1 above.
After that, through #8 we probably couldn't be much more opposite if we tried.
For #9: I'll only DM in-person games but if I want to play I've no choice but go digitial until the plague is over. Phones and tablets are essential at my table, however, as most (nearly all, now?) player-side rules and resources for my game are online; spell write-ups being by far the most commonly referenced.
wish I was as lucky as you.I think we have had that discussion about being opposite in approach. lol.
A lot of the reason for my numbers (in taste) - My favorite genre is Supers - so I tend to like my fantasy to be similar - just with classic fantasy approach rather than superpowers - but having the team of strong heroes stopping major threats.
Part of the face to face is preference, but my wife also games, so even if we are groupless, we get to game 1 on 1, so I don't need a group to play.
I used to do that with my "home" group. These days we switch off running the published adventures. Because there are so many of them, we do them as fast as possible to get to the next one (modifying and skipping stuff to get them done with so we can do the next one.) We've missed a few, because they come out too fast for that to be realistic.
- I almost always aim for campaigns that last several years.
Yeah, for sure. I didn't start running written adventures at all until 4e. I've never minded 4e, but the adventures were pretty terrible (in general) so some of them needed a lot of tweaking.
- I never run any adventure as written and tweak everything.
I haven't gone back. That's not entirely true - my only experience with "Classic" adventures like Tomb of Horrors or Isle of Dread are from 4e or 5e conversions - the WotC conversions (I've never converted anything, but I could easily do it. I wouldn't even bother prepping it, because I could convert it on the fly from how loosely I've always run adventures).
- The majority of what I run for 5E is stuff I have converted from 1E or 2E or that someone else has.
I get what you mean, and if I ran anything on my 2e homebrew world anymore, I'd have a list of what's around on that world (I'd have to homebrew a few races too). But I just play FR these days, and I don't care enough about the setting to restrict anything. I can work whatever my players want. (I also don't mind "refluffing" so they can play something using the rules mechanics of something else, if that makes sense.
- I have a list of available PC races that is more restrictive than the 5E PHB (but sometimes unlock other possibilities through the course of the game based on in-game events).
For some reason we almost never multiclass. I don't disallow it, just no one ever bothers. It's probably because I rarely play high enough levels. My favorite D&D is around level 5, give or take. It's why I don't mind starting over at level one regularly.
- I have a hard time imagining D&D without multiclassing (except for BECMI, which had the original version of what I'd called prestige classes for switching things up as you advanced).
I agree. I create problems for the players to solve, and I never have any solution in mind.
- While I love the stories that emerge from D&D sessions, I do not try to make the game fit "story beats" or narrative conceits - I play to see what happens - even if "what happens" is a TPK on a random encounter.
I like combat to be pretty cinematic. I personally prefer it to be grounded in a certain gritty "realism" (though I have a broad view of what is realistic - real life people can do some amazing things).
- I eschew most cinematic comparisons and don't think of D&D as an "action movie." While there are certain scenes and events that might fit in an action movie, that is not the aim. I describe everything from the POV of the PCs (no cut scenes to what the villains are doing, for example).
I'm not quite sure what you mean here.
- I think of mechanical balance as a general neighborhood to aim for and not some kind of granular precision that can ever be achieved. Some restrictions or benefits (like slower speed or darkvision) are more about shifting the tactics between individuals and developing a group approach.
I agree with this. It's not my job to solve the problems, just create them. I am open to whatever they want to try, though.
- I don't think every encounter should be designed with the notion of allowing every PC to do their best thing (or even allowing any of them to do their best thing) and definitely not every round. (Basically, I design the encounters that make sense for the scenario and let the players figure out if they can use their best thing - that's their job, not mine).
Nah. I ain't got brain space for that. I say "level up" whenever it feels like it's been long enough, or at conclusions of story arcs.
- I still calculate XP. PCs have different amounts, but are in the same neighborhood.
I've been playing with my home group on MSTeams for two years and I can't stand it. (I run PBP games here, though, and that's fun, but that's more about keeping myself writing and playing as much as I can). I've quite DMing during that time because I can't bring myself to care about the game enough to run it. I'm not as good of a player online either. I just don't like it. I haven't run a game at my shop in that time either. It sucks.
- I am not a fan of VTTs and remote play (though I do the latter when necessary and use Owlbear Rodeo a little bit).
Me too! I much prefer to make unique magic items than use the usual ones.
- Nearly every magical item introduced in my games are designed by me, not from a book (or highly adapted/revised versions of what appears in a book). They are never for sale. They always have a history. There are rarely magical items that make common everyday tasks easier. Magic is magical and for heroic action.
Travel and exploration I do. Resource management, no. I got sick and tired of auditing players that couldn't be bothered so I gave up. (In a perfect world I would keep it, but I find that most people think of resource management as a chore, and we're here to have fun, so I dropped it).
- Travel, exploration, and resource management are a core part of the game.
Players can contribute to world building whenever they like. I'm open to good ideas.
- Players can contribute to "world-building" through their backstories (though one isn't necessary) but mostly through their inquiry during play.
I don't care about alignment at all. I do care about consistency of character. If you can explain to me why your character does what they do, and it sounds like a person, complexities and all, then I'm good. I tend to understand my NPCs as people. If someone wants to know someone's alignment, I guess I could figure it out, but I think of it "backwards" to how I expect most people do.
- I play with alignment, finding it a useful shorthand for running NPCs and a guide to help players consider the consequences of their behavior. For example, this didn't happen, but when the party's neutral good bard was considering killing a defenseless captive because of the inconvenience of guarding her or bringing her with them, I was ready to ask for the player's character sheet, and cross out the "good" part of the alignment and hand it back with just "neutral." I never say "You can't do that because of your alignment.
Yeah, I run long combats with a lot of moving parts. Sometimes I wish I would run shorter ones. It's a lot of work.
- I like long combats and tactical play - cover, ranges, verticality, difficult terrain, and other obstacles and aims are often a part of combat.
I don't think I disagree, but it should be fun first. (As an aside, I once had a player who got mad every time his character was ever challenged at all - if he didn't feel like he was "winning" 110% of the time, he grew frustrated. THAT kind of player I can live without, because I personally find that the best times are a challenge where just when you start to doubt that you will succeed, you do. Triumphant feeling. But I recognize that whole "different strokes for different folks" thing.)
- D&D should be challenging.
what would you want to be changed anyway?I think in most regards, there will always be people like me, so the question is how much of an outlier are we talking
Maybe two things:
- I'm known to not like 5e that much, but I'm, in fact, not really happy with any edition of D&D. At the same time I do like the concept of D&D.
- Despite the former, quite often, when I think about potential changes to D&D that would make me like it more, I acknowledge that they would make the game feel less like D&D, so I think it's actually good that no one asks me to design the next edition of D&D
A few examples:what would you want to be changed anyway?
I doubt your skill system idea would be controversial, now point number 5 have to disagree I like my fantasy strange as classic was old even before my time.A few examples:
I'll stop here - it's probably evident now why nobody should allow me to get too close to official D&D design
- I'm not happy with the way hit points work right now and how they increase over levels.
- I prefer armor as damage reduction to armor as hit reduction.
- Most special abilities built into class progression need to go, potentially to be replaced by a more low-key and flexible talent system
- The skill system needs to be (a bit) more refined.
- Archetypes and species that don't align with classic fantasy need to go.
- (Pseudo-)Vancian magic needs to go/be replaced by something with a clearer in-world metaphor (potentially channeling/drain).
- The swingyness of the d20 needs to be compensated, either by the skill system or by replacing it entirely (e.g. by 2d6)
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That explains a lot - Supers are great for movies but I greatly prefer my RPGs to be more grounded in (magic-enhanced) reality.I think we have had that discussion about being opposite in approach. lol.
A lot of the reason for my numbers (in taste) - My favorite genre is Supers - so I tend to like my fantasy to be similar - just with classic fantasy approach rather than superpowers - but having the team of strong heroes stopping major threats.
I hear ya well! Running 1-on-1 has been my DMing life for nearly two years now.Part of the face to face is preference, but my wife also games, so even if we are groupless, we get to game 1 on 1, so I don't need a group to play.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.