Yep, this is another D&D entry.
In reality, I'm not actually playing D&D according to the published rules. But since I'm playing solo, and because homebrew and hacking is such a common part of the tabletop culture, I'm technically playing D&D if that's meant to encompass "playing pretend by rolling dice to resolve an outcome then use imagination to figure out what happens next."
Which is what I'm doing.
So, now I've got a turtle (technically "tortle" but let's be real it's a turtle) named Mary Shelly who rescued a Jackalwere after accidentally being tricked into joining a cult (their intelligence stat is low, what can I say?), joined by a drow cosplaying as a wood elf. I'm also bending several rules by allowing AGI growth and picking a feat to make up for playing with only three characters and two of whom are sidekicks that have only half the features of a full character while going through a module designed for 4-6 PCs. Anyhoo.
My party's journey so far: pulled a heist job at a tavern, infiltrated a cult hideout and accidentally killed ally NPC who is supposed to give the party important clues to the next part of the quest, recovered dragon cultists hoard and fenced off the items to buy magic scrolls, rescued then lost a prisoner to a death cult, snuck into a rich but evil cult leader's villa, terrorized a butler and maid, got jumped by animated amor which they stuffed into a dumb waiter, and are now trying to figure out how to save prisoners without triggering the imp assassination.
Oh, and they bribed a winged cat called Slobberchops with a day's worth of rations. And Slobberchops is basically the only reason this party of idiots haven't died because Slobberchops can see the invisible imps and warn the party ahead of time.
And I haven't finished chapter one yet!
I'm definitely selling off the stolen perfume to buy Slobberchops a cat carrier. This kitty is coming with me. The description says Slobberchops doesn't even like his current owner anyway, so yep, with me it comes!
In short, overall, I'm enjoying this particular run of solo D&D much better now that I'm ignoring the majority of 5/5.5e rules. Which says much about the actual design of the game! So, my recommendation to anyone who actually wants to play D&D: get everyone to agree to ignore most of the game and make shit up. Stick to "roll dice to see if you beat a number" but change everything else to fit what pleases players at the table.
Also, anyone who tries to sell you on "try a different system" is probably trying to, well, sell you something. I mean, don't get me wrong, I, too, have made my own system, which I enjoy using very much and plan to do more with it after this recent spate of D&D-ing. But honestly, you really don't need to try different systems if you're willing to hack the rules apart and do whatever you want with it. Because a system you custom made for yourself is definitely going to be more fun than anything else on the market made by someone else for someone else's tastes.
Also, good luck if you want something whimsical. I don't know why the tabletop community is so allergic to whimsy, but I've had a hell of a time trying to find whimsical adventures. And no, silly comedy does not whimsy make. I'm talking Alice in Wonderland, Through the Looking Glass, Hitchhiker's Guide to the Galaxy style whimsy absurdist wordplay and satirical humor. (Actually, now that I think about it, whimsical absurdist wordplay literature is pretty dang rare generally speaking. Why is that? Do people hate puns that much? P.S. Also, I'm having an existential crisis trying to figure out why I don't click with Pratchett's writing. On paper Discworld should be everything I want, and yet I keep bouncing off of it. This is making me navel-gaze trying to figure out just WTF I want.)
Anyway. I've got a trip coming up, so gotta go prepare for that. (But also, yay, High Speed Rail! Will probably play an on-the-go session or something... That's discussion for another time.)