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15 questions about your gaming style
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<blockquote data-quote="Jon_Dahl" data-source="post: 6005010" data-attributes="member: 89822"><p>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.</p><p></p><p></p><p></p><p><strong>Question 1</strong></p><p> Which of these genres interest you the most? (choose one or more)</p><p>Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?</p><p> </p><p> </p><p> <strong>Question 2</strong></p><p> What sort of emphasis would you like the game to have? (choose one or more)</p><p> Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?</p><p> </p><p> <strong>Question(s) 3</strong></p><p> 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?</p><p> </p><p> <strong>Question 4</strong></p><p> Which of these are you and how much?</p><p>Gamist</p><p> Narrativist</p><p>Simulationist</p><p>More info here: <a href="http://en.wikipedia.org/wiki/GNS_Theory" target="_blank">GNS Theory - Wikipedia, the free encyclopedia</a></p><p></p><p><strong>Question 5</strong></p><p> What guarantees a good game? Short answers please.</p><p></p><p><strong>Question 6</strong></p><p> What is the ideal size of a gaming group?</p><p> </p><p> <strong>Question 7</strong></p><p> Do you prefer a designated GM or a GM hot-seat?</p><p> </p><p> <strong>Question 8</strong></p><p> 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.</p><p> </p><p> <strong>Question 9</strong></p><p> Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)</p><p></p><p> </p><p> <strong>Question 10</strong></p><p> 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?</p><p> </p><p> <strong>Question 11</strong></p><p> What do with a PC when the player can’t come?</p><p> </p><p> <strong>Question(s) 12</strong></p><p> Do you like traditional gaming? (whatever that is?) Do you enjoy groundbreaking, innovative games?</p><p> </p><p> <strong>Question 13</strong></p><p> 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?</p><p> </p><p> <strong>Question 14</strong></p><p> 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”)</p><p> </p><p> <strong>Question 15</strong></p><p> How do you feel about having off-game discussions about in-game issues?</p><p></p><p><span style="font-size: 9px">Edit: Clarification for the question 15 (this seems to be unclear)</span></p><p><span style="font-size: 9px">For instance "how to invade the cloud castle" or "troublesome sheriff giving grief to PCs" are both in-game issues. The question means that should the characters talk about the in-game problem (thus having in-game dialogue) or should they talk (or be allowed to talk) about the issue off-game. And off-game naturally means out of character.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">GM: "You see an ogre in front of you."</span></p><p><span style="font-size: 9px">In-game method: "Krugh hate ogre! Krugh kill ogre!"</span></p><p><span style="font-size: 9px">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..."</span></p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 6005010, member: 89822"] 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. [B]Question 1[/B] 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? [B]Question 2[/B] 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? [B]Question(s) 3[/B] 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? [B]Question 4[/B] Which of these are you and how much? Gamist Narrativist Simulationist More info here: [URL="http://en.wikipedia.org/wiki/GNS_Theory"]GNS Theory - Wikipedia, the free encyclopedia[/URL] [B]Question 5[/B] What guarantees a good game? Short answers please. [B]Question 6[/B] What is the ideal size of a gaming group? [B]Question 7[/B] Do you prefer a designated GM or a GM hot-seat? [B]Question 8[/B] 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. [B]Question 9[/B] Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread) [B]Question 10[/B] 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? [B]Question 11[/B] What do with a PC when the player can’t come? [B]Question(s) 12[/B] Do you like traditional gaming? (whatever that is?) Do you enjoy groundbreaking, innovative games? [B]Question 13[/B] 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? [B]Question 14[/B] 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”) [B]Question 15[/B] How do you feel about having off-game discussions about in-game issues? [SIZE=1]Edit: Clarification for the question 15 (this seems to be unclear) For instance "how to invade the cloud castle" or "troublesome sheriff giving grief to PCs" are both in-game issues. The question means that should the characters talk about the in-game problem (thus having in-game dialogue) or should they talk (or be allowed to talk) about the issue off-game. And off-game naturally means out of character. 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..."[/SIZE] [/QUOTE]
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