Lord Mhoram
Hero
My D&D play is a little different from most.
I play solo, the wife GMs. Or Vice Versa.
The world is built to that one specific character, subplots and story elements hinge on that one character. So that character can never die. Doesn't mean that this character cannot fail.
But in my case, while overcoming challenges, and winning fights are fun (and a necessary part of the game) the most important moments are when I feel exactly what the character feels, exploring the character's personality and emotional reactions to what has happened.
A tiefling paladin was in a situation where he had to kill some kobold children. The way this adventure was set up they were tied to supernatural evil that would never let them go. And he couldn't risk them growing up evil, and didn't have the resources to hold them .. so he killed them (it fit the adventure). Months later he is still having emotional repercussions over that act. His demonic nature gnawing at him telling him it was good, and his ideals saying that it wasn't evil, but necessary - and he is still unsure what to think.
That is what I love in gaming.
Another thing is that we both love long games - years to decades long. More time to develop and understand the character.
In a group - we play HERO system, usually Champions, where death is difficult to achieve mechanically, and if someone dies it is perfectly in genre for them to come back a little later (how many times has Jean Gray come back?)
I play solo, the wife GMs. Or Vice Versa.
The world is built to that one specific character, subplots and story elements hinge on that one character. So that character can never die. Doesn't mean that this character cannot fail.
But in my case, while overcoming challenges, and winning fights are fun (and a necessary part of the game) the most important moments are when I feel exactly what the character feels, exploring the character's personality and emotional reactions to what has happened.
A tiefling paladin was in a situation where he had to kill some kobold children. The way this adventure was set up they were tied to supernatural evil that would never let them go. And he couldn't risk them growing up evil, and didn't have the resources to hold them .. so he killed them (it fit the adventure). Months later he is still having emotional repercussions over that act. His demonic nature gnawing at him telling him it was good, and his ideals saying that it wasn't evil, but necessary - and he is still unsure what to think.
That is what I love in gaming.
Another thing is that we both love long games - years to decades long. More time to develop and understand the character.

In a group - we play HERO system, usually Champions, where death is difficult to achieve mechanically, and if someone dies it is perfectly in genre for them to come back a little later (how many times has Jean Gray come back?)