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15 questions about your gaming style

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.
 

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Question 1
Which of these genres interest you the most? (choose one or more)
Fantasy, sci-fi, and horror are all go, with an emphasis on "realism" (or believability, verisimilitude, etc.).

Question 2
What sort of emphasis would you like the game to have? (choose one or more)
An engaging plot that works as dramatic art, and the opportunity for the characters to develop themselves in it.

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?
I write reviews of every session and usually some modicum of pre-campaign background. If I take the time to write it, I damn well expect people to read it.

Question 4
Which of these are you and how much?
Primarily narrativist, with a fair amount of simulationism and a touch of gamism.

Question 5
What guarantees a good game? Short answers please.
Players and DMs being on the same page, being involved and engaged, and trusting each other.

Question 6
What is the ideal size of a gaming group?
A DM and 3-4 players.
Having played with 10, I can safely say that was too many. I was down to 2 at one point, which wasn't quite dynamic enough for my tastes. My current 3 PC set up is good, but I could see having one more.

Question 7
Do you prefer a designated GM or a GM hot-seat?
I prefer a primary DM who's in charge and runs long campaigns, but I do like to mix in the other people for variety.

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 game should be extremely challenging. I don't have four hours of my weekend to spend on a cakewalk. If there is no meaningful possibility of the PCs losing a battle, there is no reason to fight it.

Question 9
Can bad dice rolls kill characters? Can characters die at all?
Generally, yes, but I've done "fated" characters where this was not the case.

Question 10
How much the GM should help players in game?
I tend to do a lot of active help. Since I know the rules better to begin with and houserule extensively, I think it's my responsibility to let the players know what their options are, without spoonfeeding them. I also tend to do DMPCs.

Question 11
What do with a PC when the player can’t come?
I used to find an in-game reason to dispose of the PC. These days, my group is small enough that it's pretty much all or none.

Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.
I would rather the story be the attraction then some fancy new game rule. I try to innovate, but usually through houserules and gently and gradually.

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 am not interested in playing out a planned adventure. DMing requires a lot of skill to do prep that is open-ended and creates some structure while leaving a lot of room for things to happen at the table.

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”)
Push the tempo. We're busy people and we're devoting hours of our life to this thing.

Question 15
How do you feel about having off-game discussions about in-game-issues?
We're friends, why not? Time is hard to come by though, so keep it short.
 

Oooh! I'm a sucker for questionaires. I might even post this (along with my answers) on my blog, if you don't mind.
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, but honestly I like my fantasy to be a bit non-traditional and often mingled with other genres. My own setting I see as a hybrid of fantasy, swashbuckling pirates, westerns, and Arabian Nights with a strong overlay of horror and spy-thriller type intrigue.
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, story, character growth. Most of the best games I've run or played in have had a fair helping--although not overwhelmingly so--of wackiness 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?
Within reason, absolutely. If he's inundating me with the equivalent of a dissertation, though... probably not.
Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
More info here: GNS Theory - Wikipedia, the free encyclopedia
My tastes and approach to the game are definately mostly narrativst, with a dash of simulationist. I find gamism as an approach to my RPG to be tiring and I quickly lose interest in games that focus on those elements.
Question 5
What guarantees a good game? Short answers please.
Well, nothing guarantees it of course, but it seems to be most likely to happen when you're with a bunch of guys (and/or gals) that you like hanging out with, and you have a somewhat similar approach to the prospect of gaming.
Question 6
What is the ideal size of a gaming group?
3-5 players plus GM.
Question 7
Do you prefer a designated GM or a GM hot-seat?
I don't mind different GMs for different campaigns, but within a single campaign, a single GM please.
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.
Fairly challenging. The crux of good drama is when bad and difficult things happen to interesting characters. This means that by default, a good game is one where the characters are challenged. I know that this isn't what you're asking, but a lot of the traditional methods of challenging players (puzzles, tactical challenges, etc.) on the other hand bore me to tears, and I really don't want to spend my leisure time engaging in them.
Question 9
Can bad dice rolls kill characters? Can characters die at all?
Yes. Character death should always be a possibility... although at the same time, it ideally it would also happen rarely.
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?
As much as he needs to and absolutely no more. The GM's job is to facilitate the game and make it as fun as possible. To accomplish this, one of his key skillsets is the ability to "read the crowd" and react immediately and appropriately. If the players seem frustrated with a situation, then a hint is a good idea. If they're having a great time anticipating and dealing with a challenge, then back off. If they're having a great time anticipating an action that you think is a bad idea, maybe you should rethink your plan and be more improvisational. Being warned off by a heavy-handed GM from something that you're really excited to do can be a real enthusiasm damper. If you really must do it, you better be darn sure that what they have to take as a consolation prize is really cool and exciting so they don't feel gypped.
Question 11
What do with a PC when the player can’t come?
Quietly ignore the fact that he's not there.
Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.
I rarely appreciate mechanical innovations for their own sake. Give me something tried and true so I don't have to focus on the mechanics and can just get busy playing.

That said, I've had a lot of fun with Dread, for instance. Then again, there really aren't a lot of mechanics to think about.
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 provide lots of hooks; things that we could potentially pursue. But if I later feel like I can't actually play the game other than to follow along a pre-programmed course, that's usually a major letdown.
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”)
Again, the GM needs to know how to "read the crowd." Sometimes that kind of stuff can be fun. Sometimes its not. He should skip when players are obviously feeling bored or ready to move on, he should stop and savor when the players are enjoying it. I think pace control is mostly an element of the game that I look to the GM to control, but there's no one size fits all answer to the question of what kind of pacing is the best kind. Even within the same group. Even to me personally. Sometimes I like to savor the little world-building moments. Sometimes I find shopping tedious and want to get on to something more exciting. Mostly, I'm keen on a faster pace. But not always.
Question 15
How do you feel about having off-game discussions about in-game-issues?
I feel that it's absolutely essential for a successful game.
 
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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 run/play most though I try to stay away from "you always lose" systems and over the top humour as a GM.

Superhero, post-apoc (future, fantasy, or modern), detective, multi-genre

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?

Troubleshooting, plotting, exploration (relationship or geographical)

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?

Yep.

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

GNS blows. I don't think the dimensions are well chosen.

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

Fun time.

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

The largest supportable by the game that doesn't engender long times out of the action for players or lead to a splitting headache from the noise.

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

No.

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.

Substantial loss should be a risk but not a certainty.

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

Yes. 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?

GMs get a universe; the player gets a character. The player should make all decisions regarding how that character interacts with everything esle. GMs should only adjudicate. NPCs may offer advice from that NPC's perspective only.

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

The PC should continue to exist in the world and react within characterisation.

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

Yes and yes if I like the innovations.

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?

Th GM should create a situation and the story is told after the fact drawn from player choice, situation evolution, and the random element (if any).

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”)

At a pace the table is comfortable with. Somethings the GM sees as extraneous can prompt the players into action or can be important to the players' understanding.

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

Fine; depending on social environment (i.e. it's fine via email or if the group goes out for dinner. It's not OK if members of the group meet at a social event meant for another purpose).
 

I'm not sure what this mean. I like talking about the game in my off time.

Well for instance "how to invade the cloud castle" or "troublesome sheriff giving grief to PCs" are both in-game issues. Maybe some other wording would have been better but anyway, the question means that should the characters talk about the in-game problem (having in-game dialogue) or should they talk about the issue off-game. And off-game naturally means out of character.

I sincerely hope my question related this idea to you all!
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..."
 

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, 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?

tactics, plot, story, character growth, epicness

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, definitely, especially if it is coherent and well put together

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

not sure... hmmm.... may have to look into that

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

good cooperative players and reasonable DM

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

3- 6
Question 7
Do you prefer a designated GM or a GM hot-seat?

I have only played designated DM games, but am willing to try the hot-seat thing

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.

As long as I know what the challenge standard is I really do not care...

Preferably not a grind fest, but anything less than that. I can definitely do grindfests short term

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

yes, yes

I will need to know what the standards and expectations are for death and resurrection, and how the DM is going to play encounters. heavy and gritty or light and fun so I can prepare myself accordingly

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 do not mind the GM helping especially when the entire scene and world is in his/ehr head. Kind of like how many puzzles/riddles do not work since they only make sense with the DM's personal knowledge and mental model.

PC's should not be DM puppets, but assist when the PC has his head somewhere dark and smelly, or has his blinders on

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

Just don't kill me, and play my PC as in-character as is reasonable.

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

Prefer the traditional, but am more than willing to try something new. Alternity was a blast...

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?

Both, there are times when both are appropriate and can work well. A game allows the players to make a difference and for them to become attached will be a more memorable game, and have the PC's and players more invested.

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”)

Breaks to buy equipment is fine. Skipping over guards at the gates is fine, but sometime those moments for roleplaying purposes are nice. Also helps with campaign and setting immersion too. If the DM is going to skip to all major scenes I will want to know this as well as a matter of understanding campaign parameters and expectations.


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

Fine with it, but prefer to keep it at a minimum if possible, but that does not happen. =)

There are bad guys that need to be ensnared and thwarted, and it is not going to happen while we are flapping our jaws. =)
 

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 think humor/satire is really hard to do well in an rpg setting. I'm not interested in "realistic shooting."


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? All of the above, except maybe "technical stuff."

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 - 80%

Question 5
What guarantees a good game? Short answers please. Good players who are invested in the game and a GM willing to go with the flow.

Question 6
What is the ideal size of a gaming group? More than 3, less than 10.

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. Very.

Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread) Bad luck should be able to kill characters. If the characters are doing something risky, death should be a possible result. I'm generally not interested in games where the characters have "plot immunity."


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 it's the job of the GM to make sure the players have all the information they need to make informed choices for their characters. If the players seem to be making a choice contrary to what the information before them would seem to indicate, the GM should make sure he's properly communicated to the players everything they need to know. This is particularly true of inexperienced players and players unfamiliar with the system being used. I don't like GMPCs.

Question 11
What do with a PC when the player can’t come? That pc is out of action for that session.

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

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? If I wanted to act out a script, I wouldn't be gaming. I'd be rehearsing with the local theater troupe.

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 think the players should be allowed to explore what they're interested in exploring. Within reason. Please don't spend 45 minutes haggling over the price of imaginary rugs.

Question 15
How do you feel about having off-game discussions about in-game-issues?
I enjoy doing that quite a bit.
 

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'm okay for any setting. I've mostly played fantasy though.

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 and Character Growth are my 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?

Of course! One of the coolest thing I've had a GM do is do write ups between sessions. We only played every other week and they were great to remind people what had happened and get revved up for the next session.

And I have an ... interesting habit of latching onto NPCs and making them part of my character's story.

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.

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

Everyone, including the GM, at the table having fun.

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

6 or less players and a GM. More than 6 players and I've found it gets unruly.

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

Like a round robin GM style? I've never tried that but I'd be up for it.

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.

A mix please! Sometimes its nice to just steam roll over the opposition and other times its really great when the battle is tense and you're hoping for that critical that will swing the battle in your favor. But if every battle results in the PCs running for the lives, it gets old REALLY fast.

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

See my response in the other 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?

It is the responsibility of the GM to make sure the players adequately understand the world. Punishing players because they made a wrong assumption about the game world isn't clever, its petty and its a clear sign that you have a communications problem. For instance, if the players are going to try to stealthily infiltrate a fort, and its the middle of the day, asking "Why do you think the guards won't see you?" will reveal that the players think its night.

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

They become an NPC under the party's control. Any consumables (potions, scrolls, whatever) are restored to their inventory when the player returns. As an NPC they cannot die but they get knocked out.

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

I'm up for anything.

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?

As a GM, I let the players decide which way to go and I prepare from there.

As a PC, I don't mind being on rails so long as I can hop off them from time to time.

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 don't mind role-playing the shopping and social interaction. Some of my favorite memories are from those times. But I hate sitting around the table while a player flips through books asking if a set of gloves or boots are for sale.

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

It's probably the best time to discuss them in my opinion.
 

Well for instance "how to invade the cloud castle" or "troublesome sheriff giving grief to PCs" are both in-game issues. Maybe some other wording would have been better but anyway, the question means that should the characters talk about the in-game problem (having in-game dialogue) or should they talk about the issue off-game. And off-game naturally means out of character.

Ah, I get you. I prefer when characters discuss the problem in-game but often my group will talk about it out-of-character.
 

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, historical (specifically, England/France from the Norman invasion through the Hundred Years' War).

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?

Character growth; diplomacy & intrigue; exploration; logistics, strategy & tactics.

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. (However, most DMs are overly verbose; use bullet points.)

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

I reject GNS Theory.

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

Nothing. There are too many factors that come into play during a session, adventure, or campaign.

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

3-5 players, each player controls 1 PC with an additional 3-5 henchmen.

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

Designated for each campaign.

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.

Varies.

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

Yes and 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?

The DM is a neutral arbiter. He should present the players with information and clarification (should the players ask). All decision making rests with the players.

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

The PC is played via group consensus. He earns treasure commensurate to that of the other PCs/NPCs. He does not earn XP.

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?

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”)

Player-driven. The players create the story, the story is the players.

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

That's acceptable.
 

Into the Woods

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