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<blockquote data-quote="Desdichado" data-source="post: 6005159" data-attributes="member: 2205"><p>Oooh! I'm a sucker for questionaires. I might even post this (along with my answers) on my blog, if you don't mind.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Within reason, absolutely. If he's inundating me with the equivalent of a dissertation, though... probably not.</p><p></p><p>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.</p><p></p><p>Well, nothing <strong>guarantees</strong> 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.</p><p></p><p>3-5 players plus GM. </p><p></p><p>I don't mind different GMs for different campaigns, but within a single campaign, a single GM please. </p><p></p><p>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 <em>isn't</em> 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.</p><p></p><p>Yes. Character death should always be a possibility... although at the same time, it ideally it would also happen rarely. </p><p></p><p>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 <em>must</em> 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.</p><p></p><p>Quietly ignore the fact that he's not there. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>mostly</em> 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. <em>Mostly</em>, I'm keen on a faster pace. But not always.</p><p></p><p>I feel that it's absolutely essential for a successful game.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 6005159, member: 2205"] Oooh! I'm a sucker for questionaires. I might even post this (along with my answers) on my blog, if you don't mind. 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. 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. Within reason, absolutely. If he's inundating me with the equivalent of a dissertation, though... probably not. 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. Well, nothing [B]guarantees[/B] 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. 3-5 players plus GM. I don't mind different GMs for different campaigns, but within a single campaign, a single GM please. 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 [I]isn't[/I] 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. Yes. Character death should always be a possibility... although at the same time, it ideally it would also happen rarely. 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 [I]must[/I] 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. Quietly ignore the fact that he's not there. 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. 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. 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 [I]mostly[/I] 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. [I]Mostly[/I], I'm keen on a faster pace. But not always. I feel that it's absolutely essential for a successful game. [/QUOTE]
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