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15 questions about your gaming style

No idea what you mean.

"Do you like traditional gaming? What about groundbreaking, innovative games?" would have been better wording, sorry if my question was unclear to you. I just translated this directly and literally from my original version. Please excuse me.
 

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I'm feeling crazy tonight, so I'm not going to answer the questions personally. Instead, I'm going to comment on questionnaires.

I believe that having a definite purpose in mind when composing your questionnaire can make a positive difference in the outcome. Having your players answer a questionnaire or take a quiz will probably give you something useful, but if you are aware of your questionnaire's foci (fancy plural of "focus") you have a better chance of implementing what you learn.

Some examples to help clarify what I mean:
1. Questions about type of game they want to play next. This is a great way to determine what your next genre is going to be: fantasy, sci-fi, western, future, etc. Maybe they are burned out on D&D but haven't ever said so aloud.

2. Ten questions about gamers' styles can help you expand/modify your DM'ing style. You may learn that your players all enjoy NPC interaction but don't prefer speaking in-character. So instead of playing your NPC scenes out word-for-word, you try summarizing back and forth.

3. Taking Robin Laws test helps reveal what players want in terms of the type of interaction during play. It can be found online here: Law's Game Style | Quizfarm.com

4. Questions about campaign background and character backstory really help a DM integrate what is important to the characters into the game. This is a great quiz to give your players in the middle of a campaign. You may be surprised to find out that they don't suspect the mayor at all and instead believe that the greedy merchants council is the evil force behind the scenes.

There are many more types of focused questionnaires/quizzes. You may also find that a bunch of unrelated questions give you what you want. In short, a formal method of finding out information about your players is a great way to improve your game.
 

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?

This, for me as a DM, is one of the biggest factors that make me lose interest in running a game. I play with friends that basically don't have/take the time to learn (or sometimes even remember) campaign fluff, which I feel is an important part (again, for me) in creating an immersive experience, and thus a more interesting/fun one.

I don't blame my friends, it's fine that they treat game night more like a beer-and-pretzel game than a serious thing. As I said, some don't have the time, some play the game just so we can hang out as friends, but for me, as a DM, having to make them remember every game the name of the city they are, the name of the king, that a gold piece is called a crown or even what their mission currently is just drains the energy right out of me.

AR
 

1.

2.
Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?

3. Yes & yes

4. irrelevant

5. Good people who enjoy whatever system they're using

6. the more the merrier

7. ref

8. player characters aren't in a game, players are.

9. yep & yes

10. Game play? Not at all. Refs avoid favoritism. Clearly expressing judgement calls and the world? Clarifying is VIP. Rules questions? largely inconsequential. There are very few rules. GM PCs? Who plays a code breaking game simultaneously as the sole code giver-?

11. PC player's choice. The PC isn't there. They can fade into the background. They can be played by another player. They can be run under certain styles as an NPC by the DM. They can be directed in action prior to play. They can commit seppuku. Tons of options.

12. Both and more

13. Neither, code breaking bounded only by each players imagination

14. Pacing is mostly up to the players. Refs should try not to be a hindrance in this. Also, Focus is entirely up to the players, but generally roles/scopes should be related in the rules.

15. okay
 

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?

A- 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?

A- Plotting, story, character growth.

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?

A- I’m usually 99% of the time the GM.

Question 4
Which of these are you and how much?
Gamist -20%
Narrativist-40%
Simulationist-40%

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

A-Player involvement and interesting play.

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

A-4

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

A - 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.

A- I don’t understand the question.

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

A – Yes. It’s the nature 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?

A – It depends on the player level and experience with the game .

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

A- I postpone the game. My players know my policy.

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

A – Both. Mostly traditional though.

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?

A – I try to allow as much freedom as possible while maintaining a deep story connected to players and their backgrounds. I’ve learned to keep a rough timeline of events, and time marches on whether or not the players are there the BBEG doesn’t wait for players. Consequences for derping around and all of that.

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”)

A- Story , details and character development are central to a good game in our group (at least my old group). Subtlety such as hair growth and hair cuts, small spell components, food, and things like that make all the difference from playing a game and immersion in a world.

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

A- I don’t know what this question is asking.
 


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, sci-fi and horror.


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 and story.

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?

Yes. If the GM sends me a 1 page or 30 page setting document I would appreciate the effort and read the whole thing, and bring it with me to the game.

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

Reading through the wiki entry I would say I'm none of those. Closest would be Narrativist I guess though.

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

Everyone sits down and plays. Let's have fun but let's also just get on with it. No non-game related chatter.

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

5 players and a GM.

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

One GM for a a given campaign.

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.

The game should be a challenge but not ever so. It is meant to be fun after all.

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

Yes. Stuff happens. If a bad dice roll from the GM or the player results in character death than it happens.


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?

Minor suggestions from NPCs perhaps but otherwise the players should solve any problems.

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

Another player plays their character with the GM able to veto any silly decision ("bob isn't here, his character goes first to set off any traps).

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

I prefer 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?

Prepare and write the story. Doesn't have to be fully railroaded but when players show up to play the contract should be to play the scenarion or campaign arc that the GM has prepared.

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”)

Shopping should be a ten minute break, and then everyone gets on with the game.

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

Fine if it needs to happen but it should be between the players not the GM explaining things.
 

Question 1
Which of these genres interest you the most? (choose one or more)

Fantasy mixed with horror


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

action

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?

Of course.


Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist

I fit with G and S moreso than N.


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

A DM who prepares the adventure instead of pulling it out of his butt as he goes along.

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

4-6 players

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 do with how challenging the game is to players.

Should be really tough. Easy to die at low-levels. No cake walks.

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

Yes and definitely 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?

Very little involvement should occur.

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

Other player plays the PC for full XP if it's arranged or the character is off doing something for no XP.

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

Groundbreaking, innovative games that only modernize traditional gaming concepts (i.e. I like new dice mechanics, but won't play in some narrative in which dice is replaced by Scrabble pieces or Jenga blocks).

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 prepare the session, but I don't put the players on rails.

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 skip most mundane parts unless it's specifically part of the campaign (i.e. overland travel in which tracking food and water is important).

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

I don't mind meta-gaming.
 

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. :D
 

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, sci-fi, superhero, modern.

Though any campaign with me in it winds up being a bit surreal, humorous/satiric, and 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?
Any of the above -- though a little wackiness will almost always ensue when I'm around.

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?
Yes and yes.
Question 4
Which of these are you and how much?
Gamist
Narrativist
Simulationist
In descending ordering: simulationist, narrativist, gamist -- though my idea of simulationism is different from the way people around here tend to use it.
Question 5
What guarantees a good game? Short answers please.
Good people participating. Creativity. Enthusiasm.

Question 6
What is the ideal size of a gaming group?
3-5 players.

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 do with how challenging the game is to players.
Challenge has little or no meaning unless you're talking about the players.

Question 9
Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)
Yes and yes, with a boat load of caveats. And 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 little or as much as is necessary and desired by the players.

Question 11
What do with a PC when the player can’t come?
Depending on the circumstances, the PC either goes offstage or is run by the DM/committee.

Question(s) 12
Do you like traditional gaming? (whatever that is?) Do you enjoy groundbreaking, innovative games?
I've found I enjoy 'traditional games' played in a fashion that would probably irk traditionalists.

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 don't mind heavily-scripted, but I prefer freedom. The story is what the players choose to do. However, the DM is and should be free to have a plot bang down the door of the PCs inn at any 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”)
Wandering around time, shopping, chatty up guards and tavern servers can be great fun. With the caveat the DM is actually good at improving scenes/stuff like that.

I think I might be done with pouring over shopping lists for a hour, though. There would have to be a meaningful, high-stakes, strategic game going on with the shopping to make me care.

Question 15
How do you feel about having off-game discussions about in-game issues?
Fine. Metagaming is a valuable and important part of gaming.
 

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