How often do you use Inspiration in your D&D 5E game? I tried to make this a poll but I did not see the option. Anyway, literally never? Once every few sessions? At least once a session? Or do you reference characters' traits, ideals, and bonds about as often as you reference the combat rules? And is it always awarded by the DM or are players encouraged to remind the DM to give it out when the DM may be forgetting?
If we're discussing a table full of randos at a convention, having that stuff memorized totally isn't part of your job as a DM. In a long term campaign with consistent players? I'd argue that memorizing at least one important ideal/bond/flaw for each of your PCs IS part of your job as a DM.
I don't think it's my job as DM to tell you if you're playing your character well or not. Are you playing the character or am I?
While it's useful for a DM to know a PC's traits I'd rather leave the ultimate decision to the player. In fact, I think everyone at the table should know the other PCs' traits so we can play to them or suggest when we think they've been played well. But I'd rather leave the ultimate decision up to the player.
It isn't just that DMs repeatedly forget to grant Inspiration it's that I don't think it's my job to play your PC for you. I've already got everyone else in the game world to run.
That's fine. If you believe what I wrote is ban-worthy, then you have a report button available at your disposal. This is not my first conversation with iserith regarding inspiration, and I don't particularly enjoy being accosted with him self-promoting his brand of inspiration. I was not going to buy what he was selling then, and I'm certainly not buying it now.LOL. This is the kind of reply that should get someone a ban or at least a time out. Especially since you didn't even bother to give any reasons why.
It's uncalled for and not worthy of respect.

How often do you use Inspiration in your D&D 5E game?
Certainly, one thing I don't like is how typically Inspiration is gained once and used later, it's just too gamist for me. If we eventually use Inspiration, I will require that it is used soon, by which I don't mean immediately but at least I want it used in the same scene. I don't want someone to gain inspiration in a social situation in the morning and use it for saving against a trap in the evening. I want instead to keep a clear narrative connection between gaining and using it: if you get inspired while negotiating with the local lord, you earn the benefit for the negotiation itself. [Note: I don't think it is clear at all how long you can wait until using inspiration... the rules don't set any limit, but the examples make it sound like it makes sense to use it immediately, but then again the bits about not stacking multiple inspirations kind of implies you can wait]

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