Kobold Cleaver wrote:
- Roleplaying-to-combat ratios
- Rules vs. flavor
- Powerful and flavorful builds
- Evil parties vs. noble parties vs. slightly sketchy parties
- "Sandbox" (open route, open destination) vs. "railroad" (set route, set destination) vs. "freeway" (open route, set destination)
- Silly vs. serious
- Genre choices
Rules definitely. Out of a sense of, "we all need to be playing the same game." That does not preclude bending of said rules or "rule of cool" moments but doing either too much starts to grant players powers and abilities they really shouldn't have and inevitably and unfairly favors the more extroverted and theatrical players.
Power vs. flavor is a very false dichotomy. Good characters should be both.
Not particular on party ethics, but pvp is strictly prohibited.
Freeway. Nobody likes being railroaded with no chance to actually effect the outcome. However, I find sandbox to be an overwhelming amount of work for me as DM. Players also easily lose focus in this kind of game I find as they cannot keep track of everything they have been doing. Freeway allows for an overarching goal or villain without binding the players too strictly. The game I am running right now does this. The players need to solve the mystery of why a megadungeon became a dungeon in the first place. Exactly how they go about exploring and accomplishing this is up to them, as is what to do with the revelation towards the end.
Serious plots with some sillier npc interactions.
Traditional Tolkien-esq fantasy. I also like to mix in some light steampunk. Occasionally I will venture into science fantasy. However, the science/technology elements are usually not immediately apparent. I am a huge fan of Fred Saberhagen's books.