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15 questions about your gaming style
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<blockquote data-quote="Aldeon" data-source="post: 6005613" data-attributes="member: 6690450"><p><em>Question 1</em></p><p><em>Which of these genres interest you the most? (choose one or more)</em></p><p><em>Sci-fi, fantasy, modern, historical, horror, humor/satire, realistic shooting, superhero, surreal, detective, post-apocalyptic, multi-genre, other?</em></p><p>Fantasy is probably my number one, although superhero is probably my second most favorite genre. Science fantasy is also pretty awesome (I can't really get into straight up sci fi).</p><p></p><p><em>Question 2</em></p><p><em>What sort of emphasis would you like the game to have? (choose one or more)</em></p><p><em>Troubleshooting, action, tactics, plotting, wackiness, story, character growth, technical stuff, business-simulation, epicness, survival, other?</em></p><p>Epicness and character growth. I love it when even normal attacks get roleplayed as random crap, like a longsword attack gets turned into "I duck around the orc, jumping into the air to slice the chandelier with my longsword; the chandelier falls on the unexpecting orc, incapacitating him." It isn't completely right by game terms, but it's narrative is so much more epic.</p><p></p><p><em>Question 3</em></p><p><em>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?</em></p><p>Wholeheartedly, yes! I love reading about campaign settings and background information, especially reading about the backgrounds of my teammates.</p><p></p><p><em>Question 4</em></p><p><em>Which of these are you and how much?</em></p><p><em>Gamist</em></p><p><em>Narrativist</em></p><p><em>Simulationist</em></p><p><em>More info here: GNS Theory - Wikipedia, the free encyclopedia</em></p><p>Narrativist, but only slightly. I love storyline and character growth, but I won't sacrifice my effectiveness in game. When we get into a fight with people I don't want to, I will still fight although my character will more likely take more attempts to incapacitate instead of kill.</p><p></p><p><em>Question 5</em></p><p><em>What guarantees a good game? Short answers please.</em></p><p>Fun players and little rules lawyering.</p><p></p><p><em>Question 6</em></p><p><em>What is the ideal size of a gaming group?</em></p><p>A gamemaster with four players.</p><p></p><p><em>Question 7</em></p><p><em>Do you prefer a designated GM or a GM hot-seat?</em></p><p>GM hot-seat, but I rarely get this option. I'm almost always the designated GM.</p><p></p><p><em>Question 8</em></p><p><em>How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players.</em></p><p>Challenging to overwhelming. A player might be okay with the challenges presented, but I love the idea of the characters losing a lot in their lives but persevering to do what's right.</p><p></p><p><em>Question 9</em></p><p><em>Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)</em></p><p>Yes. Character should be able to die in big/important battles, but I generally offer redemption retries when it's an unimportant battle.</p><p></p><p><em>Question 10</em></p><p><em>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?</em></p><p>I let players make their own decisions, although particularly bad ideas are met with "are you sure?" when it threatens everyone in the group instead of just that PC. I'll drop a hint only if they take too long doing nothing.</p><p></p><p><em>Question 11</em></p><p><em>What do with a PC when the player can’t come?</em></p><p>That character falls into the background. If they are about to enter a dungeon and a player misses the game, their character might get sick and stay in town. If they are in the middle of a long dungeon, I usually just narrate it as having more monsters than what's on the board that the missing guy fights and lower their health around 1/3 for when they return.</p><p></p><p><em>Question 12</em></p><p><em>Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.</em></p><p>I generally like traditional games opposed to innovative ones because sometime sthe innovation turns out to be bad for our group. I'll research it before putting it in a game.</p><p></p><p><em>Question 13</em></p><p><em>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?</em></p><p>I prefer a semi-scripted story that is written session-by-session, to allow for wildly altered story by character choices.</p><p></p><p><em>Question 14</em></p><p><em>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”)</em></p><p>Fast paced is better. Equipment should be bought in under ten minutes, otherwise time is being wasted. Stuff like customs checkpoints and such should be handwaved unless important to the story or a character (customs might not be important, but I'll roleplay it if one of the characters was sneaking into a different country or using a false identity).</p><p></p><p><em>Question 15</em></p><p><em>How do you feel about having off-game discussions about in-game-issues?</em></p><p>They are necessary.</p></blockquote><p></p>
[QUOTE="Aldeon, post: 6005613, member: 6690450"] [I]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?[/I] Fantasy is probably my number one, although superhero is probably my second most favorite genre. Science fantasy is also pretty awesome (I can't really get into straight up sci fi). [I]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?[/I] Epicness and character growth. I love it when even normal attacks get roleplayed as random crap, like a longsword attack gets turned into "I duck around the orc, jumping into the air to slice the chandelier with my longsword; the chandelier falls on the unexpecting orc, incapacitating him." It isn't completely right by game terms, but it's narrative is so much more epic. [I]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] Wholeheartedly, yes! I love reading about campaign settings and background information, especially reading about the backgrounds of my teammates. [I]Question 4 Which of these are you and how much? Gamist Narrativist Simulationist More info here: GNS Theory - Wikipedia, the free encyclopedia[/I] Narrativist, but only slightly. I love storyline and character growth, but I won't sacrifice my effectiveness in game. When we get into a fight with people I don't want to, I will still fight although my character will more likely take more attempts to incapacitate instead of kill. [I]Question 5 What guarantees a good game? Short answers please.[/I] Fun players and little rules lawyering. [I]Question 6 What is the ideal size of a gaming group?[/I] A gamemaster with four players. [I]Question 7 Do you prefer a designated GM or a GM hot-seat?[/I] GM hot-seat, but I rarely get this option. I'm almost always the designated GM. [I]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.[/I] Challenging to overwhelming. A player might be okay with the challenges presented, but I love the idea of the characters losing a lot in their lives but persevering to do what's right. [I]Question 9 Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread)[/I] Yes. Character should be able to die in big/important battles, but I generally offer redemption retries when it's an unimportant battle. [I]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?[/I] I let players make their own decisions, although particularly bad ideas are met with "are you sure?" when it threatens everyone in the group instead of just that PC. I'll drop a hint only if they take too long doing nothing. [I]Question 11 What do with a PC when the player can’t come?[/I] That character falls into the background. If they are about to enter a dungeon and a player misses the game, their character might get sick and stay in town. If they are in the middle of a long dungeon, I usually just narrate it as having more monsters than what's on the board that the missing guy fights and lower their health around 1/3 for when they return. [I]Question 12 Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.[/I] I generally like traditional games opposed to innovative ones because sometime sthe innovation turns out to be bad for our group. I'll research it before putting it in a game. [I]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] I prefer a semi-scripted story that is written session-by-session, to allow for wildly altered story by character choices. [I]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] Fast paced is better. Equipment should be bought in under ten minutes, otherwise time is being wasted. Stuff like customs checkpoints and such should be handwaved unless important to the story or a character (customs might not be important, but I'll roleplay it if one of the characters was sneaking into a different country or using a false identity). [I]Question 15 How do you feel about having off-game discussions about in-game-issues?[/I] They are necessary. [/QUOTE]
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