Favorite campaign is Signs & Wonders, my current long-running Saturday game.
Favorite one-shot is The Lawful, The Chaotic, and the Ugly, a western themed game.
Awesomer Gossamer, the Aasimar ASMRtist.
I decline to answer on account of spoilers.
Grigl & Snert, Attorneys at Law. Two goblins freed from bondage and moved into the PCs; town, which doesn't have many laws on the books so they make things up as they go according to the principles of common law and precedents of long-vanished empires.
Fierce rivals who are frequently on opposing sides but aren't necessarily enemies.
Not to my recollection. I don't really do that, in gaming or real life. "Be careful of being friends with authors, they'll put you in a book!" type stuff boggles me.
Not really.
I don't really do the "dungeon run" thing, per se.
If we're going by the books, I like doing Beholders.
4th Edition had stats for fighting an evil star, as part of its (brilliant, in my opinion) take on cosmic horror that moved away from generic Lovecraft pastiche and into fresher territory. I'd love to run that fight.
Daern's Instant Fortress. This is the one I dreamed about, reading the 2nd Edition DMG. My current group has one that has been modified into a plane-shifting spelljammer.
I'd say 6. I think 5 is the real sweet spot but it's good to be a bit over for vagaries of scheduling.
Eh? I find different levels fun in different ways. I think the game really kicks into a different gear at level 5, though.
I love when there's a Warlock who is there because they like the class and not because they read that it's an easy way to make a killer long-range character "and it's basically an archer with an energy bow". Great plot hooks.
Not permanent. There was a near-TPK in the first session that I reversed with an intervention by the patron of the Warlock (the first one to actually die-die while everyone was down), with a cost TBD later...
They elected an orc they previously defeated as mayor of the town they founded. His platform focused heavily on punching and infrastructure.
Was it Scooby Doo hoaxing an enemy group out of the village they were occupying? Convincing all the king's hobgoblins to strike out on their own? Giving a hell dimension an existential crisis?
No.
I created a whole plotline involving a Goliath cultural revolution because one of the players decided to look for the world's largest ball of twine.
I like characters with really flat affect but a hard edge.
Rarely. If I'd DMed continually since high school I'd probably do them more but I fell out of practice.
When I ran in 4E, I had short musical cues on my phone like pastoral music ("Call to the Cows", for example) for the end of a long rest or Final Fantasy victory music for the end of combat.
I guess my answer for 23 applies here. I don't really use background music, it's a toss-up whether it will add anything for a given player or be distracting.
My own. Worldbuilding is to DMing as character creation is to players, in my opinion. I do incorporate bits of the 4E theology/cosmology. I really like their pantheon and interplanar balance.
You know, I like them, I like the avenues of tactical thinking they open up, but in terms of space constraints (storage and during play) and added cost, I don't use them that often. I don't see them as better than theater-of-mind, just different.
If I could only do one, I'd DM, but I'd like to play more than I do.
The chance to tell a story without having to come up with everything by myself.