Maxperson
Morkus from Orkus
It's not the opposite. It's just different. Where you play one 30 year campaign where heroes do lots of different adventures in the same setting, with PCs retiring or dying and players making new PCs, I see fifteen 2 year campaigns where heroes do lots of different adventures in the same setting, with PCs retiring or dying and players making new PCs.I'm pretty much on board with 1, 2, and 5 above.
My '3' would be almost the direct opposite: I want the game to potentially last forever, and rapid level gain is the sworn enemy of that desire.
Both of us are using the same setting, having lots of different adventures, having PCs retire or die, etc. The only real difference is what levels those PCs reach. Both games will potentially last forever.
If there's magic item turnover, sure. I still wouldn't want a ton of knick-knack items, though. Cooler items that have turnover are still better.My '4' would also be close to the opposite: I'd rather an easy-come easy-go approach to magic items, where you'll probably find a lot of 'em but - if unlucky - lose them just as fast.
There's a thing where you roll too much. If there are factors where the outcome is in doubt, then a roll is called for. But having a chance for anything to fail might match real life better, but it would bog the game down in rolling for everything. I mean, I've tripped over the crack in the sidewalk between two slabs(not even raised by a root or anything!). Sure normal walking is a shoo-in(hur hur), but there's that one in 100,000 chance that you misstep. I don't need to roll unless the uncertainty level is significant enough to note.As for '6', I'm not a fan of outright certainty; in that it ignores the 1% (or less) chance of something unexpected happening. There's always a tiny chance that just about anything out of the ordinary can fail when it should succeed or succeed when it should fail (though 1-in-20 is often far too frequent).
This is a good one. I knew I would have more to add, but now I can scratch this one off the list.7. Let us players do what we want with our characters even if it means you-as-DM just get to sit back and put your feet up for the evening. If we decide to throw down and fight each other all session, let us. If we decide to spend the session playing in-character jokes on each other, let us. If we decide we're going to spend the session planning the mission before leaving town, let us. If we decide to split the party, let us.
8. And in the end what I really want to do is roleplay, roll dice, drink beer, and laugh - often but not always in that order.![]()
