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15 questions about your gaming style

Jon_Dahl

First Post
Since my group has enjoyed these questions, I decided to post them here too. The idea is to help a gaming-group to determine stylistic issues and avoid clashes in the game. I'm no analytist or anything of the sort but I hope you find these questions helpful. Any criticism is always welcomed.



Question 1
Which of these genres interest you the most? (choose one or more)
Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?


Question 2
What sort of emphasis would you like the game to have? (choose one or more)
Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?

Question(s) 3
Will you be willing to get to know the game and learn to understand the game-world? Will you read the GM’s e-mails and hand-outs outside the game?

Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia

Question 5
What guarantees a good game? Short answers please.

Question 6
What is the ideal size of a gaming group?

Question 7
Do you prefer a designated GM or a GM hot-seat?

Question 8
How challenging the game should be to player characters? Please note that this has nothing to do with how challenging the game is to players.

Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)


Question 10
How much the GM should help players in game? With rule-questions the GM must help of course but if the character is in a tight spot and should make a decision, should the GM offer an option (thus putting words in the players mouth – “ok, I’ll do that!”) or should the player be given the right to make his/her own decisions, whether right or wrong? Should the GM have a GMPC which guides players through difficult spots?

Question 11
What do with a PC when the player can’t come?

Question(s) 12
Do you like traditional gaming? (whatever that is?) Do you enjoy groundbreaking, innovative games?

Question 13
Do you want the GM to prepare the session and to write the story or would you like the characters to create the story themselves? Script vs. freedom, which do you prefer?

Question 14
How fast-paced the game should be? Can we stop to buy equipment for an hour or should the GM be ruthless and skip over the parts that he doesn’t deem vital to the story? (referring to “guards at the gate”)

Question 15
How do you feel about having off-game discussions about in-game issues?

Edit: Clarification for the question 15 (this seems to be unclear)
For instance "how to invade the cloud castle" or "troublesome sheriff giving grief to PCs" are both in-game issues. The question means that should the characters talk about the in-game problem (thus having in-game dialogue) or should they talk (or be allowed to talk) about the issue off-game. And off-game naturally means out of character.

GM: "You see an ogre in front of you."
In-game method: "Krugh hate ogre! Krugh kill ogre!"
Off-game discussion about an in-game issue: "Ok, should we consider running or should we fight? You guys are so low on hp that I'd hate to get everyone killed but on the other hand my Chaotic Neutral half-orc really hates ogres..."
 
Last edited:

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I know you're not actually ASKING, but rather, sharing...but I'm answering anyway...

Question 1
Which of these genres interest you the most? (choose one or more)
Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?
I'll gladly play any RPG. but Supers followed by Fantasy and Sci Fi are my faves.

Question 2
What sort of emphasis would you like the game to have? (choose one or more)
Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?
Action & Character growth top my list, but just barely edge out story, and other elements. its more like subtle gradations than discrete chunky preferences.
Question 3
Will you be willing to get to know the game and learn to understand the game-world? Will you read the GM’s e-mails and hand-outs outside the game?

Yes, absolutely!

Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia
I'm more Narrativist-Simulationist than anything else. Probably in equal measures. Not much of a gamist at all.

Question 5
What guarantees a good game? Short answers please.

Nothing.

Question 6
What is the ideal size of a gaming group?
3-8.
Question 7
Do you prefer a designated GM or a GM hot-seat?

No preference.

Question 8
How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players.

The challenge should vary from moments of pure dominance to times when they fear a TPK.
Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)

As stated in that other thread, the answer is an unequivocal "Yes."


Question 10
How much the GM should help players in game? With rule-questions the GM must help of course but if the character is in a tight spot and should make a decision, should the GM offer an option (thus putting words in the players mouth – “ok, I’ll do that!”) or should the player be given the right to make his/her own decisions, whether right or wrong? Should the GM have a GMPC which guides players through difficult spots?

I generally let players actions stand. I have occasionally included a GMPC for guidance. Rarely, I have used my tone, modulation and words indicate that a particular course of action would be disastrous. But usually when I do so, I call for some kind of check- usually a Wisdom check.
Question 11
What do with a PC when the player can’t come?
it depends. Usually, if the PC has vital abilities or resources, he's a DMPC for the evening, and usually hangs back from the heavy action. Sometimes, the PC is simply "scouting", "lost" or "battling food poisoning".

Too many missing players, and its board games or poker night.

Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.

i judge each game on its own merits, so I can say I like exemplars of both.

Question 13
Do you want the GM to prepare the session and to write the story or would you like the characters to create the story themselves? Script vs. freedom, which do you prefer?

I'm a sandboxy guy, personally. I expect the GM to have at least the bare bones of a story, and I can accept any scripting short of a complete railroad.
Question 14
How fast-paced the game should be? Can we stop to buy equipment for an hour or should the GM be ruthless and skip over the parts that he doesn’t deem vital to the story? (referring to “guards at the gate”)

it depends. I like shopping, but I also like using what I buy.
Question 15
How do you feel about having off-game discussions about in-game-issues?

I can't see why that would be an issue.
 
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Since my group has enjoyed these questions, I decided to post them here too.

Thanks for doing so!

Like Dannyalcatraz, I'm going to answer...

Which of these genres interest you the most? (choose one or more)
Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?

Fantasy, sci-fi.

What sort of emphasis would you like the game to have? (choose one or more)
Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?

Any is fine. Just tell me up-front, please.

Will you be willing to get to know the game and learn to understand the game-world? Will you read the GM’s e-mails and hand-outs outside the game?

Yes.

Which of these are you and how much?
Gamist
Narrativist
Simulationist

I'm sorry, but I have no interest in GNS theory.

What guarantees a good game? Short answers please.

90%+ of the enjoyment of the game comes from the people around the table. So, good DM and good players.

What is the ideal size of a gaming group?

Depends on the game. For D&D-ish games, DM+5 players seems to work well. For most other games, GM+3 is about right. Going below 3 players tends not to work terribly well; going above 6 likewise.

Do you prefer a designated GM or a GM hot-seat?

Designated, for the duration of the campaign.

How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players.

Um, average? The 3e DMG gave percentages for "easy", "challenging", "overwhelming" encounters; that always seemed about right to me.

Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)

As I said in that thread, in most cases I consider the possibility of character death a must, but prefer it to be quite rare. My preference would be a "three-strkes" policy - one bad roll won't kill a PC, but a sequence of three is fair game.

How much the GM should help players in game? With rule-questions the GM must help of course but if the character is in a tight spot and should make a decision, should the GM offer an option (thus putting words in the players mouth – “ok, I’ll do that!”) or should the player be given the right to make his/her own decisions, whether right or wrong? Should the GM have a GMPC which guides players through difficult spots?

Ooh, that's a complex one!

IMO, the GM should always be willing to answer any and all questions the players may have (subject to what their characters would know), and should err on the side of too much information (since he's the only conduit by which the players gain information).

However, except with beginner players, the GM should not be offering hints, advice, or reminding players of character abilities that they've missed - it is the player's responsibility to play their characters.

What do with a PC when the player can’t come?

My preference is for the character to be written out, if practical, or to fade into the background if not. PCs of absent players should generally gain an equal share of XP, as having a PC fall behind is likely to lead to that player having less fun in future, which may well lead to further absenteeism in future.

Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.

There are a few games I'll run (mostly traditional), but I'll play just about anything. Heck, if you're fool enough to want to run FATAL, I'm not going to say no out of hand.

Do you want the GM to prepare the session and to write the story or would you like the characters to create the story themselves? Script vs. freedom, which do you prefer?

It's a mistake to consider this an either/or.

How fast-paced the game should be? Can we stop to buy equipment for an hour or should the GM be ruthless and skip over the parts that he doesn’t deem vital to the story? (referring to “guards at the gate”)

Simple book-keeping exercises should be handled away from the table. That includes shopping trips, levelling up, and the like.

Likewise, the DM shouldn't just insert time-wasters into the game. If we're talking with the guards at the gate, it must be for some reason - either the players have decided to stop for the conversation, or the DM is introducing characters, or doing world-building, or something's happening, or...

I have very limited time for gaming. If you take up a significant amount of that time for no good purpose, then I won't be happy. But the moment you do have good purpose (whatever that is), then go for it!

How do you feel about having off-game discussions about in-game-issues?

Go for it. We have mobile phones, email, message boards... if there's something you want to discuss, then please do so.
 

Since my group has enjoyed these questions, I decided to post them here too. The idea is to help a gaming-group to determine stylistic issues and avoid clashes in the game. I'm no analytist or anything of the sort but I hope you find these questions helpful. Any criticism is always welcomed.



Question 1
Which of these genres interest you the most? (choose one or more)
Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?

Fantasy then sci-fi then modern then superhero, and that is all.


Question 2
What sort of emphasis would you like the game to have? (choose one or more)
Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?

Action, tactics, exploration, story.

Question 3
Will you be willing to get to know the game and learn to understand the game-world? Will you read the GM’s e-mails and hand-outs outside the game?

Sure

Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia

I suppose Gamist and Narrativist, but mostly gamist.

Question 5
What guarantees a good game? Short answers please.

People who get along, who are willing to remember it is a game and have fun.

Question 6
What is the ideal size of a gaming group?

up to 6

Question 7
Do you prefer a designated GM or a GM hot-seat?

Either works for me, but I am used to designated DMS.

Question 8
How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players.

Death should be possible, but improbable.

Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)

Yes, definitely.

Question 10
How much the GM should help players in game? With rule-questions the GM must help of course but if the character is in a tight spot and should make a decision, should the GM offer an option (thus putting words in the players mouth – “ok, I’ll do that!”) or should the player be given the right to make his/her own decisions, whether right or wrong? Should the GM have a GMPC which guides players through difficult spots?


Not a lot, except to clarify what the characters would know. A hint or two is fine.

Question 11
What do with a PC when the player can’t come?

Fade out.

Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.

Traditional. New for the sake of new does not interst me.

Question 13
Do you want the GM to prepare the session and to write the story or would you like the characters to create the story themselves? Script vs. freedom, which do you prefer?

DM should have a broad outline and give players freedom to do things.

Question 14
How fast-paced the game should be? Can we stop to buy equipment for an hour or should the GM be ruthless and skip over the parts that he doesn’t deem vital to the story? (referring to “guards at the gate”)

Let the players have fun, but keep people from wasting too much time.

Question 15
How do you feel about having off-game discussions about in-game-issues?
[/quote]

It is fine. It is a game.
 

Thanks for posting the questions! I'd also like to answer (and comment on some of) them:

1) fantasy and horror
2) character growth, action, story (stories should be action-driven and ideally be rooted in some pc's background)
3) sure!
4) (unfortunately) I don't get GNS.
5) There are no guarantees. I'm mainly in this for the fun, though, i.e. to socialize.
6) 4-6 players
7) I don't mind either, but it depends on the kind of campaign - if there are too many GMs, it's hard to create a consistent campaign. If it's supposed to be just a series of one-offs, that's fine, too.
8) I enjoy challenges. However it shouldn't be nothing _but_ challenges. Keep the really challenging stuff for climactic encounters.
9) I already answered that in the other thread in more detail. The short answer: Yes, but rarely (assuming it isn't always final) / yes, of course! (note that I feel the question is a bit loaded - mainly because of the second question)
10) I expect the GM to be fair and describe the environment in a way that will allow me (the player) to pick up the things that my character would notice, and act accordingly. (This question is definitely loaded - the bracketed part is simply unneccessary. I've experienced too many GMs not taking a pc's experience and background into account when giving 'hints'. I don't like having to ask for details that my character would simply know for having grown up in the campaign world and being a competent adventurer [assuming of course, I _am_ indeed playing a competent adventurer!].)
11) PCs of players not present should simply fade into the background.
12) Yeah, what is 'traditional' gaming? I don't enjoy the classic, gygaxian dungeon-delving style. I prefer my adventures to have some background that makes sense, but apart from that I don't expect anything overly innovative.
13) Is this asking me if I want to be rail-roaded? If so, no. I want to be given options, but I don't care about 'complete freedom'. There should be a 'story framework', scenes that can lead one way or another, but not a vast 'sandbox' without any direction.
14) Fast-paced please! Buying equipment should be routine, unless it's an important part of the story, likewise encountering guards.
15) I enjoy them - but not during the game.
 


Question 1
Which of these genres interest you the most? (choose one or more)
Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?

  • Fantasy & Steam-Pulp

Question 2
What sort of emphasis would you like the game to have? (choose one or more)

  • Action & Story

Question 3
Will you be willing to get to know the game and learn to understand the game-world? Will you read the GM’s e-mails and hand-outs outside the game?

  • Yes and Yes

Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia

  • Gamist

Question 5
What guarantees a good game? Short answers please.

  • Interaction, investment and fun.

Question 6
What is the ideal size of a gaming group?

  • Five or Goldilocks
Question 7
Do you prefer a designated GM or a GM hot-seat?

  • Designated

Question 8
How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players.

  • See answer for question 5, it does come down to challenging the player characters but to how much the players interact, invest and if they are having fun.

Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)

  • If the rules are in place for it yes BUT the GM has to take into account the impact it could have in dynamics of the game.

Question 10
How much the GM should help players in game? With rule-questions the GM must help of course but if the character is in a tight spot and should make a decision, should the GM offer an option (thus putting words in the players mouth – “ok, I’ll do that!”) or should the player be given the right to make his/her own decisions, whether right or wrong? Should the GM have a GMPC which guides players through difficult spots?

  • Side-bars should be available to players to discuss actions and options as it pertains to a character; things like alignment, backstory, etc. and yes, in some cases it is putting words into the mouth of a character. Players should always have the right to follow-up on or question the actions of a scene. I do think there should be limits on this during a game.

Question 11
What do with a PC when the player can’t come?

  • That should be discussed with the each and every player, sort os a living will. Who will play them, what actions they would take, or if they just are not used at all.

Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.

  • Does not matter

Question 13
Do you want the GM to prepare the session and to write the story or would you like the characters to create the story themselves? Script vs. freedom, which do you prefer?

  • GM creates an outline, the players fill in the story.

Question 14
How fast-paced the game should be? Can we stop to buy equipment for an hour or should the GM be ruthless and skip over the parts that he doesn’t deem vital to the story? (referring to “guards at the gate”)

  • See answer for question 5; if you interaction, investment and fun, pace takes care of itself.

Question 15
How do you feel about having off-game discussions about in-game-issues?

  • Should part of every game, it allows the GM to make adjustments and provides question of rules and plot. Feedback and communication is important!
__________________
 

Question 1
Sci-fi, fantasy, post-apoc, western.

Question 2
I can see getting into everything listed here.

Question 3
Yes.

Question 4
The question makes little sense to me.

Question 5
Player agency.

Question 6
3-5.

Question 7
GM hot-seat.

Question 8
It doesn't matter. The choices the players make are what's important. That said, the PCs need to face adversity because without adversity the players aren't making meaningful decisions.

Question 9
Depends on the game. Something should be at stake but it doesn't need to be death.

Question 10
Very little. Let the players make their own decisions. The DM should provide enough information for the players to make those decisions.

Question 11
Depends on the game. Sometimes you play a different game, sometimes the PC is just not there, sometimes they are run by another player, sometimes they're an NPC.

Question 12
Both, though I prefer traditional games.

Question 13
Freedom.

Question 14
The pace should be set so that the players always have decisions to make about what's important to the game. Important decisions should never be elided.

Question 15
No problem.
 

Since my group has enjoyed these questions, I decided to post them here too. The idea is to help a gaming-group to determine stylistic issues and avoid clashes in the game. I'm no analytist or anything of the sort but I hope you find these questions helpful. Any criticism is always welcomed.



Question 1
Which of these genres interest you the most? (choose one or more)
Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?

Fantasy.


Question 2
What sort of emphasis would you like the game to have? (choose one or more)
Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?

Action, tactics, plotting, somewhat less story and troubleshooting.

Question 3
Will you be willing to get to know the game and learn to understand the game-world? Will you read the GM’s e-mails and hand-outs outside the game?

Yes.

Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia

Gamist.


Question 5
What guarantees a good game? Short answers please.

Having a group of PCs who have reason to work together and actually want to adventure. No adventuring merchants please.

Question 6
What is the ideal size of a gaming group?

About 5 players. Exact answers depend on flakiness.

Question 7
Do you prefer a designated GM or a GM hot-seat?

Designated. (My group isn't like that though.)

Question 8
How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players.

Moderately. Sometimes you have a DM who seems to want to frustrate players.

Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)

Yes.


Question 10
How much the GM should help players in game? With rule-questions the GM must help of course but if the character is in a tight spot and should make a decision, should the GM offer an option (thus putting words in the players mouth – “ok, I’ll do that!”) or should the player be given the right to make his/her own decisions, whether right or wrong? Should the GM have a GMPC which guides players through difficult spots?

All but the last. Sometimes the game slows down, and nothing but DM hinting will get the group on track.

Question 11
What do with a PC when the player can’t come?

Potted plant or NPCitis.

Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.

Traditional.

Question 13
Do you want the GM to prepare the session and to write the story or would you like the characters to create the story themselves? Script vs. freedom, which do you prefer?

First. I hate player-driven.

Question 14
How fast-paced the game should be? Can we stop to buy equipment for an hour or should the GM be ruthless and skip over the parts that he doesn’t deem vital to the story? (referring to “guards at the gate”)

Skip the pointless parts.

Question 15
How do you feel about having off-game discussions about in-game-issues?

That's fine.
 

I'll be answering more from a DM standpoint than a player's. Hope that's OK!

Question 1
Which of these genres interest you the most? (choose one or more)
Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?

My game is mostly fantasy, and I like to throw in a dash of detective stuff, but most of the time my players prefer the combat options to the investigative. That's fine with me.

Question 2
What sort of emphasis would you like the game to have? (choose one or more)
Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?

Most of the time I go for a big, adventure style campaign. I guess action and epicness, from the list you provided. With a good dose of tactics involved in combat encounters.

Question 3
Will you be willing to get to know the game and learn to understand the game-world? Will you read the GM’s e-mails and hand-outs outside the game?

Most of my players do most of their gaming while we sit at the table, and rarely interact outside of that time. A few times I've had a player ask about things over email, but that is rare.

Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia

I'm mostly a narrativist, but my players are mostly gamist. There is very little simulation in our games.

Question 5
What guarantees a good game? Short answers please.

For us, a good game is when we all have fun and each character/player gets a chance to do something really cool.

Question 6
What is the ideal size of a gaming group?

We have a large pool of players (about twelve in all!), so it is hard for us to all get together and play. An ideal group for us is about six players and a DM/GM. I prefer a smaller group just for play-style, but we also like to be as inclusive as possible, among our group.

Question 7
Do you prefer a designated GM or a GM hot-seat?

We've done both, but lately we've gone more toward a single GM. I ran the game for nearly 3 years, and now that my schedule has changed, someone new took my spot, and I started another game with a different segment of our extended group.

Question 8
How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players.

I like them to think critically, and often they do. They are very good at maximizing their tactics, however, and I'm not the sort of GM to punish them for that. In three years, I only made them run away from a challenge maybe twice? And only killed two characters. I would like to challenge more, but they are a very good group of players that have been together for a long period of time.

Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)

Yes, but it should not be a recurring problem. If a bad die roll kills one character, that is fine. If it happens a lot, there is a problem. Most PC death should be more meaningful, and only happen for the story, because of player stupidity, or because of a player leaving the group (and should never be the reason for a player to leave the group!).

Question 10
How much the GM should help players in game? With rule-questions the GM must help of course but if the character is in a tight spot and should make a decision, should the GM offer an option (thus putting words in the players mouth – “ok, I’ll do that!”) or should the player be given the right to make his/her own decisions, whether right or wrong? Should the GM have a GMPC which guides players through difficult spots?

I don't like GMPCs for many reasons. But, I do help my players if they are well and truly stuck. Most of the time, it is because I wasn't a good enough GM, and they don't have all of/the right kind of information. Sometimes, they've done something I didn't expect and I didn't improvise well. Sometimes, they just get stuck. I don't mind helping to move the story along, but it's always in the form of a knowledge check or a suggestion, and I wouldn't give them a solution, just a different way to arrive at one.

Question 11
What do with a PC when the player can’t come?

We don't worry about it much. We "poke-ball" the PC and continue play. Like I said above, not real simulationist, but it's the easiest for everyone, and with adult schedules being the way they are, it's the best for our group.

Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.

I would like to branch out more, but my group is pretty comfortable right now.

Question 13
Do you want the GM to prepare the session and to write the story or would you like the characters to create the story themselves? Script vs. freedom, which do you prefer?

I've asked my group this question specifically, and their answer was a near-unanimous "show us where to go for your story", which was surprising. They like sandboxes, but they don't mind being rail-roaded a bit, if it means they get to enjoy a good session or encounter along the way.

Question 14
How fast-paced the game should be? Can we stop to buy equipment for an hour or should the GM be ruthless and skip over the parts that he doesn’t deem vital to the story? (referring to “guards at the gate”)

We do everything at the table, so if I didn't let them stop to buy equipment, they never would. I don't mind, the reason we play is to be around each other and enjoy each other's company (we are all very good friends), and shopping in game is a way they can do that, and they enjoy it nearly as much as combat!

Question 15
How do you feel about having off-game discussions about in-game-issues?

No problems with that at all.
 

Into the Woods

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