That, as a player, messing up/failing a roll can be waaaay more fun than winning 😁
That the GM should follow the example of Dungeon Master from the 80's D&D cartoon and be "A guide to adventure" rather than a hostile adversary. The dice gods and the beasties should be the antagonists.
Encumbrance is a b.s. albatross that makes logical sense but robs the game of some fun if you’re worried about carrying capacity. Honestly, in 40 yrs of ttrpgs, I think we only used encumbrance to make a point to a snippy rules lawyer of a player who got the hint and things smoothed out
4E was better than most people are willing to admit
TTRPGs are art, even if 90% of it is terrible art, and staking any hills to die on as immutable rules of the art is going to be counterproductive at best, and actively harmful at worst
There are games other than those spawned from D&DLand and to paraphrase many a parent, try trem, you might like it even more.
Alt: Alex is being fed as he recovers in the hospital. - A Clockwork Orange (1972) This is chapter 20 of 21 in the original book. The final chapter was omitted in the US distribution as a means of censorship. This lead to the end of the novel being dropped, possibly accidentally, by Kubrick. Read the book my horrorshow droogies.
Fudging dice is a DM privilege and a player sin. The DM can and should cheat in service of the game so ping as they are acting in good faith but a player doing so is grounds for dismissal from the table.
Story should trump the rules
Overland travel is worthless if it only serves to drain rations or for combat grinds. It just has no purpose if it only does those two things.
Far too many players are comfortable creating extra work/being combative to gms, there really needs to be a discussion about player behavior There has been a plethora of discussions about player agency but there should also be a willingness to engage at the gms level, concern for their enjoyment