Hey Clive, Long time GM looking to take a step back and sit on the other side of the screen. I do want to mention this now, I come as a package deal with my girlfriend (she will be doing her own post). I have previous experience in both running and playing DnD 3.5, and 4th editions, as well as playing 5E. I have ran nWoD games (werewolf, mage, hunter, changeling, vampire) and played in those as well, and have been a player in 5E Shadowrun. Most recently I've been a LONG time GM of Edge of the Empire and Age of Rebellion. I'm hoping to avoid a time conflict, as I am in the EST, but I can make late nights work if need be. Now, onto the questions! 1) Role playing games have been a great escape as high fantasy was something I was interested in as long as I can remember. Family gatherings use to consist of my older cousins playing Magic the Gathering and Dungeons and Dragons (Advanced, I believe) at our Grandparents in the basement and I would sit and watch them all night, fascinated by what they were doing. Growing up I had a strong fondness for any RPG video game I could get my hands on until high school finally got me at the table rolling dice. I've found its a great way to be yourself and have fun with a group of people while having an activity everyone can enjoy. 2) A successful party requires balance, you need a tank a healer and people who can dish out large amounts of damage. But that isn't the only thing that makes a party successful, they can be the oddball party (my current 5E RL group runs with 2 rouges...2! And no healer!) and as long as everyone is having fun I'd consider it a success. Stories where the party was forced to flee from the goblin ambush is sometimes better then "we walked in and slayed them all". Teamwork is the foundation, and fun is the roof, but everyone fills their homes differently. 3) People who can stay in character, drawing back to one of my players during an EotE session they were brilliant as the group was riding a few Bantha's back to town. He had decided instead of letting me give the "alright, you passed the check so now you're back at town" time saver, to instead make a knowledge check and concoct this wonderful tale from "local legend" around the area. This went on for a solid five minutes and was some of the best roleplay I had ever had in a group or from a group. It made me happy to be running the game and made the story better then I could have ever written. 4) Party in-fighting, players who "don't want to do anything", and one-upsmanship. It leaves a bad taste in my mouth. I can get it from a certain character standpoint with the one-upsmanship, to a degree at least, but lethargic players drive me insane when they don't want to advance the story. Failure is advancing, take a risk. Party infighting that results in pvp is also distracting and seems to take away from the adventure at hand, so it makes the pet peeve list too, at least during critical moments. If interested in having myself and SmirkingSpitfire, please message either one of us (or both!) so we can work out the fine details.