Question 1
Which of these genres interest you the most? (choose one or more)
Supers, High Fantasy, Genre-blend/cross genra, Space Opera, Gonzo Post-apoc,
Question 2
What sort of emphasis would you like the game to have? (choose one or more)
Troubleshooting, action, basic tactics, some wackiness, story, character growth, technical stuff, epicness,
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?
Always.
Question 4
Which of these are you and how much?
Gamist 15%
Narrativist 5%
Simulationist 80%
That is within game - outside I'm very narritivist, suggesting ideas to the GM for possible subplots for my character.
Question 5
What guarantees a good game? Short answers please.
A good GM.
Question 6
What is the ideal size of a gaming group?
5 - 1 GM, 4 players.
Question 7
Do you prefer a designated GM or a GM hot-seat?
Designated. Hot seat works if you are switching games/campaigns on a weekly basis, but 1 GM per game.
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.
Enough that the characters have a somewhat difficult time achieving their objects, but can still win without solid tactics.
Question 9
Can bad dice rolls kill characters? Can characters die at all?
Death is non-existent, or if it around it is easy to recover from (see Super Heroes in Genre choice above).
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?
GMPCs for advice is fine. Having a skill like "deduction" that when made means the GM gives the player a hint in solving a problem works well too. Or fate points. There should be an option, but it is mostly the player's choice when to invoke it.
Question 11
What do with a PC when the player can’t come?
GMPCed, or switch to a different game that tweek.
Question(s) 12
Do you like traditional gaming? (whatever that is?) Do you enjoy groundbreaking, innovative games?
Trad. Been playing Hero for 25+ years.
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?
Somewhere in the middle, leaning towards story. GM has a basic idea for the plot, NPCs and idea, but how the characters react to said plot hooks and the approach they take is up to the players. Wandering off in a completely opposite direction would be considered a break in the social contract.
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”)
That is completely up to group at table, for that specific time. Some times skip to action, sometimes detail - even in the same game. Maybe even in the same session. All in what the group considers fun.
Question 15
How do you feel about having off-game discussions about in-game issues?
I'm on a game messageboard, that should answer that question.
