Wednesday Boy
The Nerd WhoFell to Earth
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.
I would suggest including a question about the tone of the game (grim/depressing, serious, hopeful, high adventure/heroics, lighthearted, humorous, etc.). Some of the options on Question 1 touch on this but you could have two players who both want a sci-fi game but differ drastically on the specific game they want because one wants a lighthearted, high adventure sci-fi game and the other wants a grim sci-fi game.
And I like surveys, so I'll answer too!
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?
Sci-fi, fantasy, historical (specifically I'd love to play in a western), and post-apocalyptic.
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?
Story, character growth, and plotting are my favorites but I like some troubleshooting and action too.
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?
Absolutely! I LOVE gaming homework!
Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia
I've never liked the GNS theory because it seems overly simplified. But I'd say I'm Narrativist 40, Gamist 30, and Simulationist 30.
Question 5
What guarantees a good game? Short answers please.
Involvement and investment by both the players and the GM. The GM needs to do solid prep work but the players need to bring more to the table than just reacting to the GM.
Question 6
What is the ideal size of a gaming group?
Not including the GM, 3-4. I find more than that and there's not enough time for each player to shine and contribute. Less than that and there's not enough ingredients in the soup.
Question 7
Do you prefer a designated GM or a GM hot-seat?
Designated GM.
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 think it should be realistically challenging. If the PCs get themselves in way over their head, it should be fantastically challenging. If they PCs don't bite off more than they can chew it should be challenging but not over the top.
Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)
Yep. I don't like save of die type of death but I think without the threat of death the tension and drama of dangerous situations is lost.
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 think the GM should give the player all of the information that the PC would know but I hate it when the GM (or other players) give me hints. It feels like cheating to me. If I can't come up with a solution on my own I'd rather fail.
Question 11
What do with a PC when the player can’t come?
I personally don't like playing other people's characters because it's too much to handle and I would slow the game down to much. If another player or the GM wants to play the character that's cool with me but if not I prefer to write them out of the session until next time.
Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.
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 like the GM to prepare plots and things that are happening in the world but allow the players and characters to decide if and how to react to them.
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”)
I like to skip stuff that isn't vital to the story or characters.
Question 15
How do you feel about having off-game discussions about in-game-issues?
I'm not sure what this mean. I like talking about the game in my off time.