Not too long ago, I began a idle thought experiment on what D&D would look like if it was played in a way that is polar opposite to what my personal playstyle is. In a way An Anti-Remathilis D&D. What that game would look and play like.
I put two caveats: It had to still be D&D (That is, the rules would still use classes, species, spells, magic, etc). It would be too easy to design a game that doesn't even resemble D&D using this. Second, while it wasn't fun for me, it still had to be fun for someone. In theory, my trash would be another's treasure to avoid absolute torture. I'm sure some people will love this, but to me this is my own personal Hell.
This is what I came up with.
* The DM is Ruthlessly Neutral: The DM is expected to be an absolute neutral arbiter of the game. Dice rolls are expected to be adhered to regardless of outcome. There is no fudging, no reducing the monster's hit points, to targeting stronger allies to avoid kicking weak ones when down. The DM is fair, but plays to win.
* The Game is Procedurally Generated. That is, the game expects much of the DMs work to be done via table generation and after-the-fact justification. Random Encounters, Treasure, adventure design, etc is expected to be done via random generation to limit DM influencing outcomes for either themselves or the players.
* Characters are randomly generated: Every mechanical aspect of a character is randomly generated: Ability scores, race, class, gear, HP, etc. Good luck on these rolls will give you advantages over those who roll badly. There is no re-rolls, no "hopeless character" rules, no offsetting bad rolls.
* Characters are not balanced: Some options (races, classes, etc) are superior to others. If you roll and get lucky enough to have access to the superior option, you are just that much farther ahead. The Paladin is superior to the fighter, balanced stringent requirements to access and play that character. Quadratic Wizards and Linear Fighters are a feature, not bug. Trap options abound.
* The World is Not Fair: Racism, misogyny, xenophobia, and other cruelties exist, and the PCs are not immune to them. An orc going into a human village should expect a mob and not a warm welcome. Clerics of the wrong faith best leave quickly.
* Limits on meta-currency. Options like Heroic Inspiration, Action Points, Luck points, or even getting Advantage on a roll is ALWAYS in the hands of the DM and never automatically granted the player by class or feature.
* Life is Not Fair, Death Even Less So: One-Hit Kills, Save or Die, Energy Drain, and worse fates befall adventurers routinely. TPKs are a very real possibility.
* Crits: Critical Hits can lead to permanent injuries, amputations, or even death. Critical fumbles can lead to broken equipment, destroyed treasure, or errant swings at allies.
* Death is a Fail State: Resurrection magic is rare and difficult. Death means starting over. From level 1.
* The World is Dying: The world is not a fun or enjoyable place. Life is nasty, brutish, and short. People scramble to get what they can in a world overrun by deadly monsters, disease, famine, and disasters. Crime is an unfortunate reality, prejudice a common mindset. Hope is in short supply.
* Play Hard, Play Smart, Play to Survive: All of this leads to a game where the deck is stacked against the players and the DM is bound by neutrality to enforce that. Life is cheap, characters are disposable, and lucky rolls are as valuable as tactical play or creative thinking. No one is owed a happy ending. The only thing the world owes you is death from starvation, unless you can make something better with luck, skill and power.
That is my Anti-Fun D&D. A game so antithetical to my play style I couldn't stand one minute of it.
Would anyone want to play this type of D&D? What your anti-fun D&D be?