Oooh! I'm a sucker for questionaires. I might even post this (along with my answers) on my blog, if you don't mind.
I don't mind at all. I'm happy that you enjoyed the questionaire; feel free use it as you wish.
Oooh! I'm a sucker for questionaires. I might even post this (along with my answers) on my blog, if you don't mind.
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 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 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 12
Do you like traditional gaming (whatever that is?) or 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?
Sci-fi, fantasy, mult-genre, horroQuestion 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?
Actions, story, character growthQuestion 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?
Yes!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 don't know how to rate these numerically, but I'll say: Narrativist 60, Simulationist 20, Gamist 20Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
All players involved emotionally in the story.Question 5
What guarantees a good game? Short answers please.
6 people.Question 6
What is the ideal size of a gaming group?
Designated GMQuestion 7
Do you prefer a designated GM or a GM hot-seat?
I want combat to be scary most of the time.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.
Yes to bothQuestion 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)
GM involvement in decision making only when the GM feels that the players were not informed on all aspects of the decision because the GM forgot something (not because the players forgot something) or if there was a setting-specific response that the players would not know (Dont assume killing the orcs is a decent way to kill some time - Orcs are people in this particular setting, not monsters). I rarely see GMPCs work out so I avoid them.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?
Someone else controls them. I offer the players a choice - they can have their character immune to death if they are not there, but they will get significantly less XP (30% to 50%, depending on if there was lot's 'o combat). Or they can choose to have their character be just as susceptible to threats like the present PCs and they will (75% to 100% depending on combat). No RPing XP is given to a missing player.Question 11
What do with a PC when the player can’t come?
I like to see what's new out there but I often migrate towards more traditional methods.Question 12
Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.
What they are comfortable with, but no "scripted" response from the PCs. Never tell me what my PC is thinking or doing unless he is dominated.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?
Slow it down for RP. We do not need to know every marble you buy but I would like to hear several characters discussing things outside of the adventure.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's fine as long as everyone is in character or out of character. I do not even mind when a player declares that his/her character is doing something that the player does not agree with (an alien concept to some, as I have witnessed over time). I actually have little tolerance for rules discussions and arguments compared to OOC chatter.Question 15
How do you feel about having off-game discussions about in-game-issues?
fantasy, Sci-fi, superhero, post-apocalyptic. probably in that order.Question 1
Which of these genres interest you the most? (choose one or more)
Troubleshooting, action, tactics, plotting, wackiness, story, character growth. Seems like that'd be enough to keep me happy.Question 2
What sort of emphasis would you like the game to have? (choose one or more)
To a point, yes. But there's only so much effort I think a player should be expected to invest in order to grok a game system or appreciate a game world. This is not RPG appreciation class - it's just entertainment. As for the latter question - again, to a point. A dozen pages or so of house rules and useful information seems fine. 100 pages of setting history and completely re-written game rules? Not likely.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?
Theory is fine for forum discussion but not for naval gazing.Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
Players invested in their PC's and interested in ongoing plots. DM's who are good at creating player interaction, not just dictation.Question 5
What guarantees a good game?
4-8Question 6
What is the ideal size of a gaming group?
Depends on the DM's. Depends on the schedule of rotation.Question 7
Do you prefer a designated GM or a GM hot-seat?
Depends on the game. In Paranoia? I have no problem with PC corpses piling up in the halls. In a typical game of D&D? PC's should generally be expected to succeed. Greater risk = greater reward. The threat of death should never be safe to just ignore.Question 8
How challenging the game should be to player characters?
Can they die? Not only can but should. The death rate should drop as they level up but never vanish. Bad die rolls can certainly kill PC's but this should preferably only happen when characters are already facing significant dangers, not just out of the blue at arbitrary moments.Question 9
Can bad dice rolls kill characters? Can characters die at all?
Of course the DM should help players - but he can also mislead or outright lie to them about what might be good or bad ideas. Players need to understand that. Not all players are equally adept at such planning and decision-making. No reason the DM can't subsidize some players and challenge others as needed. DMPC's have their uses - and their pitfalls. It's a tool that not all games need and not all DM's have the understanding or skill to use appropriately.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?
Several ways to handle it. Discuss with players before the question ever comes up.Question 11
What do with a PC when the player can’t come?
<tevye>Tradition!</tevye>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?
DM's should concentrate on those portions of the game that the players most enjoy without simply ignorcing the often uninteresting underpinnings that make those portions enjoyable.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”)
As a DM I want players who are willing and able to question rules and rulings. It makes me a better DM. As a player I want to be free to question the DM and the game rules if it's MY character who's being hosed in the name of keeping the game flowing. Either way I don't want to spend an evening of gaming discussing or arguing rules. As much as they need to be willing and able to deal with player objections, a DM needs to be able to continously weigh the impact to the game versus the time being spent on the question, as well as the impact to the player and his enjoyment of the game versus sticking to your own guns. This is the JOB of the DM.Question 15
How do you feel about having off-game discussions about in-game-issues?
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 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 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 12
Do you like traditional gaming (whatever that is?) or 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?
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 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.
4-5, leaning towards 4.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 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 12
Do you like traditional gaming (whatever that is?) or 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?
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?
Troubleshooting were "trouble" can be solved however the players want including combat, plotting, etc. Definately not whackiness.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 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 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 12
Do you like traditional gaming (whatever that is?) or 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?