Li Shenron
Legend
Ok, forgive me if the title is obviously a joke... I'm just a tad excited that I finally managed to run a playtest adventure with the latest packet of DnDNext 
So here is my thoughts and feeling about what we've seen in action. Admittedly, this was just a very small fragment of the whole game, but at least it's first-hand experience.
THE SETUP
I was asked to run a game of D&D during the Xmas week while at a cottage with friends. I had less than a week to prepare, and I am very out of shape in my DMing skills: I haven't run a game for the last 4-5 years or so, and while I've been keeping track of 5e rules packets, I also got confused already with all the changes at each iteration, so I certainly couldn't consider myself familiar with the current rules. In fact, I've made some pretty big mistakes during the game, but when we found out, we just adjusted ourselves to the (hopefully) correct rules and continue, no big deal.
Having only a few days to organize the material, print some handouts for the players and reference rules for myself, and seek out all my old polyhedral dice and as many pencils I could find at home, I soon quit the idea of running a published adventure. I just would not have had the time to familiarize with the plot and characters. I grabbed a very old BECMI-era adventure of the type where there is no plot, just a dungeon with traps and hazards, and the DM has to fill it with monsters.
I was going to have 3 players, only one of which had played D&D before (not 5e), and the others had almost no idea of what a RPG was. This was not my old usual gaming group. I had no idea of their expectations.
I therefore immediately decided that I was going to test the 5e playtest rules for the following "gaming style": as simple as possible + narrative combat + dungeon crawl.
In more details, the following is what I brought to the table for the players to create their characters. (I could have made it even simpler and use pre-gens, but I took my chances and decided not to spare the players from character creation, which is a very fun part of the game!)
Classes: Fighter, Cleric, Rogue, Wizard.
Races: NONE.
Backgrounds: About half of those in the packet, to make the choice simpler. In retrospective, I should have not used backgrounds at all, it would have saved us a good 15 minutes. I thought that it was going to be important for everyone to have skills and suggested equipment, but the equipment suggested by backgrounds is only a minor addition, and skills are not truly necessary to do things in the game.
Specialties/feats: NONE.
Alignment: NONE.
Equipment: we just used the suggested equipment by class + background.
Ability scores: messed up... I told them that the traditional way is rolling for them, but the fastest way is to use a fixed array. I asked what they wanted to do and they all said "roooolll!". Sadly, one player rolled very well, the other 2 unbelievably low. At the end, I suggested they all used the scores of the lucky players, and they agreed
Explaining the general points of the game (not the rules of exploration or combat yet) + creating the characters still took more than one hour, even with the massive simplification above... they practically had to choose only class, background and class features, but also calculate a few combat numbers. I guess, if they hadn't been new to the edition, it would have been 10 minutes.
Combat: I decided I was going to run this in a somewhat narrative way, i.e. no battlemats and minimal reference to distances and positions. When presenting the rules, I briefly told them that in combat they would have been able to: (a) attack, (b) cast a spell, (c) withdraw or (d) defend themselves (i.e. "dodge"), or alternatively come up with something else. Thus, I let them ask for anything different before presenting more possible combat actions.
Death: I told them that in an old-school dungeon crawl, your PC is kind of supposed to die, whereas in modern RPGing you're practically immune to death (I was pretty honest and upfront). However, I told them that even if this was indeed an old-school dungeon crawl, they were in fact immune to death, not because I cared for their PC but because I didn't want to stop the game for another half hour to create a replacement PC. I made it clear that this didn't mean they were immortal or invulnerable, but that should they "die", they would have been just knocked-out and in case of a TPK they would have been captured, which in fact they were.
(continues)

So here is my thoughts and feeling about what we've seen in action. Admittedly, this was just a very small fragment of the whole game, but at least it's first-hand experience.
THE SETUP
I was asked to run a game of D&D during the Xmas week while at a cottage with friends. I had less than a week to prepare, and I am very out of shape in my DMing skills: I haven't run a game for the last 4-5 years or so, and while I've been keeping track of 5e rules packets, I also got confused already with all the changes at each iteration, so I certainly couldn't consider myself familiar with the current rules. In fact, I've made some pretty big mistakes during the game, but when we found out, we just adjusted ourselves to the (hopefully) correct rules and continue, no big deal.
Having only a few days to organize the material, print some handouts for the players and reference rules for myself, and seek out all my old polyhedral dice and as many pencils I could find at home, I soon quit the idea of running a published adventure. I just would not have had the time to familiarize with the plot and characters. I grabbed a very old BECMI-era adventure of the type where there is no plot, just a dungeon with traps and hazards, and the DM has to fill it with monsters.
I was going to have 3 players, only one of which had played D&D before (not 5e), and the others had almost no idea of what a RPG was. This was not my old usual gaming group. I had no idea of their expectations.
I therefore immediately decided that I was going to test the 5e playtest rules for the following "gaming style": as simple as possible + narrative combat + dungeon crawl.
In more details, the following is what I brought to the table for the players to create their characters. (I could have made it even simpler and use pre-gens, but I took my chances and decided not to spare the players from character creation, which is a very fun part of the game!)
Classes: Fighter, Cleric, Rogue, Wizard.
Races: NONE.
Backgrounds: About half of those in the packet, to make the choice simpler. In retrospective, I should have not used backgrounds at all, it would have saved us a good 15 minutes. I thought that it was going to be important for everyone to have skills and suggested equipment, but the equipment suggested by backgrounds is only a minor addition, and skills are not truly necessary to do things in the game.
Specialties/feats: NONE.
Alignment: NONE.
Equipment: we just used the suggested equipment by class + background.
Ability scores: messed up... I told them that the traditional way is rolling for them, but the fastest way is to use a fixed array. I asked what they wanted to do and they all said "roooolll!". Sadly, one player rolled very well, the other 2 unbelievably low. At the end, I suggested they all used the scores of the lucky players, and they agreed

Explaining the general points of the game (not the rules of exploration or combat yet) + creating the characters still took more than one hour, even with the massive simplification above... they practically had to choose only class, background and class features, but also calculate a few combat numbers. I guess, if they hadn't been new to the edition, it would have been 10 minutes.
Combat: I decided I was going to run this in a somewhat narrative way, i.e. no battlemats and minimal reference to distances and positions. When presenting the rules, I briefly told them that in combat they would have been able to: (a) attack, (b) cast a spell, (c) withdraw or (d) defend themselves (i.e. "dodge"), or alternatively come up with something else. Thus, I let them ask for anything different before presenting more possible combat actions.
Death: I told them that in an old-school dungeon crawl, your PC is kind of supposed to die, whereas in modern RPGing you're practically immune to death (I was pretty honest and upfront). However, I told them that even if this was indeed an old-school dungeon crawl, they were in fact immune to death, not because I cared for their PC but because I didn't want to stop the game for another half hour to create a replacement PC. I made it clear that this didn't mean they were immortal or invulnerable, but that should they "die", they would have been just knocked-out and in case of a TPK they would have been captured, which in fact they were.
(continues)