- Difficulty: Expert (seems the best option in terms of balance between 'challenge' and 'proportion') as default, changing it to Master when fighting dragons (keeps them more menacing);
- Smithing/Enchanting/Alchemy: Skill Level is capped at Character Level x 2. A simple self-gimp, but it worked wonders for me. Also, I use the Smithing Level as a guiding line for the equipment I'm able to use. For example: if I'm level 20 in Smithing I only use or enchant Iron equipment, so on and so forth. Everything else I find I just ignore it or sell it. Because of the pletora of dungeons and loot available, I end up enjoying reaching new levels, it becomes a better part of the whole experience.
- No "Middle-Saves": this means I only save a game before leaving a settlement/dungeon, never in the middle of it. This ends up making me care for my character a bit more, kiting and fleeing become a part of the battles and it makes it much more interesting to plan out my explorations;
- Loot: I never profit more than 500 gold out of a selling loot from a single Dungeon. To make it more "seamless", I just carry loot I find interesting, not worrying about value. When I'm back in a settlement and I reach the gold cap, I just put all the excess inside a random barrel and use the console to destroy it. A simple and quick system, helps me discipline my budget.
- Follower's Dead is Dead: when a Follower goes into subdued stance (which, for us, would mean dead) I finish them myself (only way to permadeath them) to "rp" his death. This ended up "forcing" me - in a positive way - to search for new Followers, and also made me change my approach to combat. I ended up using Heal Other as an actual useful spell other than a RP tool. Now I actually care for the person travelling with me, he's more than a loot-mule.
- Fast-Travel: I only use it for return journeys. If a place is brand new for me, I avoid FTing to the nearest known place and just follow the compass marker. This enhanced the joy of exploring, finding out new places as I went along.
- Potions: I can only use Potions I craft, loot-potions are just ignored. Not only this made Alchemy into a much more relevant Skill, but gathering materials became an interesting/useful task in and of itself.



