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How am I a D&D outlier? How are you one?
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<blockquote data-quote="dave2008" data-source="post: 8509515" data-attributes="member: 83242"><p>Well thank you this thread. I thought I would just take a look at your list and see where I compare to you. For reference I stared playing in 1e/ BECMI in the 80's. I've played 1e, 4e, & 5e. I took a substantial break from RPGs between 1e and 4e (the game that brought me back to D&D).</p><p></p><p>Me to. My current campaign has last since the beginning of 5e.</p><p></p><p>Me to, with a caveat. I don't really run published adventures. I may borrow a bit from a published adventure, but everything is in our homebrew world.</p><p></p><p>Not me, see my response to #1.</p><p></p><p>Not me. I had giants, minotaur's, and unicorn PCs back in the 80s and I still allow any intelligent creature as a PC option.</p><p></p><p>Not me. I could easily play the game without it. My current group doesn't have any MC characters.</p><p></p><p>Me too. Nothing to add here.</p><p></p><p>Me too - generally. I do sometimes to travel cut scenes (or I have done them - not so much anymore).</p><p></p><p>Me too. However, I go a bit further. I don't do class design, but I don't worry about balance at all when I do race design. I design them for how they make sense on our world, not game balance. Just not an issue with my players.</p><p></p><p>Me too.</p><p></p><p>Not me. I haven't used XP consistently since the mid 80s. I always give it a try with each edition, but quickly abandon it.</p><p></p><p>Me too. If I can't play in person with my friends, there is not really a point for me.</p><p></p><p>Me too - with regard to how magic items are introduced. It wasn't until 4e that I started designing my own magic items and that has continued into 5e.</p><p></p><p>Not me. This has become more of thing in 5e for me, but in 1e I didn't care about those things at all. The idea of including travel and exploration in our campaigns really started in 4e and picked up from there.</p><p></p><p>Me too. Though I allow other forms of contribution too. </p><p></p><p>Me too.</p><p></p><p>Not really. Those things a fine, but I am more interested in group fun and my group is not really interested in those things.</p><p></p><p>For the players or the Characters? I agree it should be challenging for the Characters (difficult encounters or tasks, substantial risk of failure and/or character death, etc.), but not so much for the players. My guiding principal is to make it fun. When running the game as a DM I want to have fun, not challenges, and my players are generally the same. Things can be challenging, but that is not generally what I or my players find fun.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8509515, member: 83242"] Well thank you this thread. I thought I would just take a look at your list and see where I compare to you. For reference I stared playing in 1e/ BECMI in the 80's. I've played 1e, 4e, & 5e. I took a substantial break from RPGs between 1e and 4e (the game that brought me back to D&D). Me to. My current campaign has last since the beginning of 5e. Me to, with a caveat. I don't really run published adventures. I may borrow a bit from a published adventure, but everything is in our homebrew world. Not me, see my response to #1. Not me. I had giants, minotaur's, and unicorn PCs back in the 80s and I still allow any intelligent creature as a PC option. Not me. I could easily play the game without it. My current group doesn't have any MC characters. Me too. Nothing to add here. Me too - generally. I do sometimes to travel cut scenes (or I have done them - not so much anymore). Me too. However, I go a bit further. I don't do class design, but I don't worry about balance at all when I do race design. I design them for how they make sense on our world, not game balance. Just not an issue with my players. Me too. Not me. I haven't used XP consistently since the mid 80s. I always give it a try with each edition, but quickly abandon it. Me too. If I can't play in person with my friends, there is not really a point for me. Me too - with regard to how magic items are introduced. It wasn't until 4e that I started designing my own magic items and that has continued into 5e. Not me. This has become more of thing in 5e for me, but in 1e I didn't care about those things at all. The idea of including travel and exploration in our campaigns really started in 4e and picked up from there. Me too. Though I allow other forms of contribution too. Me too. Not really. Those things a fine, but I am more interested in group fun and my group is not really interested in those things. For the players or the Characters? I agree it should be challenging for the Characters (difficult encounters or tasks, substantial risk of failure and/or character death, etc.), but not so much for the players. My guiding principal is to make it fun. When running the game as a DM I want to have fun, not challenges, and my players are generally the same. Things can be challenging, but that is not generally what I or my players find fun. [/QUOTE]
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