The house rules sound fine to me and are no different from many other games I¡¯ve played in:
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On Friday, June 19, 2020, 9:07 AM, Arthur Picard <artamy1@...> wrote:
I am exactly the opposite. I like action, combat and dungeon crawl with a minimum of character interaction. I like powerful bad guys that we can only defeat by working together . I also appreciate humor.
On Friday, June 19, 2020, 8:52 AM, Esther <esther.lauren.77@...> wrote:
- I understand that the DM is at heart just a player with a different role, but I do expect a few more things than what was laid out in point 5.? While I do not expect babysitting, the DM in effect chairs the session and that means?that when player is giving off signals that they are really troubled and not having fun at the table anymore, the DM should take an active interventionist role and not wait and see.? It is everyone's duty to make sure everyone is having fun, but when that is not working out it should be the DM who says, "Wait.. let's hold the session here and step back for a moment and address what is going wrong here."
- A big dose of humor will?always?be welcome in my games.
- I prefer my games to be a lot of role playing and as little combat / dungeon crawl / war gaming as possible.? I understand that the way D&D 5e is designed, combat encounters are inevitable as the system's whole experience?earning and level raising mechanics are very much centered on combat, but there is an implicit meta assumption hiding there that the sole goal of the game would be to rise in level.? To me it is not, because the character becoming mechanically stronger (which mostly only serves the purpose of being able to handle subsequent more difficult combat encounters) is not the only kind of character development worth playing.? I would rather play a character who only goes through levels 3-5 over the course of a long story with a solid character development arc that really changes who they are through hope and regret, love and loss, mistakes and redemption, than to be racing towards level 20 with a group of characters who at level 20 are still basically the same as a person as when they were at level 1, just tougher.
- Related to previous point, I would like to see a campaign with enough downtime in which the characters can pursue whatever they like, have a life outside of being on the road or down dungeons adventuring.
- I would also prefer a campaign in which the group can call a certain area home.? The old stereotype is that all adventurers are heavily armed homeless people porting tons of treasure around for some reason as they just travel around all the time in pursuit of trouble. But I think that really narrows down what a character can hope to achieve in their lifetime.. there is not much motivation for a player to have their character familiarize themselves with the NPCs of an area, establish contacts and relationships, build a home, or anything like that while the perception is that wherever they are, they are forever only passing through.