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<blockquote data-quote="Lanefan" data-source="post: 6005669" data-attributes="member: 29398"><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><span style="color: Yellow">Fantasy, humour/satire, historical, other</span></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><span style="color: yellow">In no order: action, tactics, plotting, wackiness, story, survival, epicness only near the end of a very long campaign.</span></p><p></p><p><strong>Question 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><span style="color: yellow">I am willing to learn the game world. I am much less willing to learn a new rules system. Yes I will read what the DM writes.</span></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></p><p><span style="color: yellow">Vomitist, as that's what those terms and their associated baggage usually make me want to do.</span></p><p></p><p><strong>Question 5</strong></p><p> What guarantees a good game? Short answers please.</p><p></p><p><span style="color: yellow">Players and DM having fun regardless how much actual adventuring does or does not get done. Beyond this, nothing else matters.</span></p><p></p><p><strong>Question 6</strong></p><p> What is the ideal size of a gaming group?</p><p></p><p><span style="color: yellow">Varies depending on specific players - some do better in a small group, others shine when there's a bigger audience. Anywhere from 2-7 players plus a DM.</span></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><span style="color: yellow">One DM running a continuing campaign.</span></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 with how challenging the game is to players.</p><p></p><p><span style="color: yellow">Deadly enough to ensure at least one or two PC deaths per adventure and sometimes more.</span></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><span style="color: yellow">Yes, and yes; if characters cannot die where is the achievement in surviving?</span> </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><span style="color: yellow">This is two questions in one:</span></p><p> <span style="color: yellow">- the DM should let the players sink or swim on their own</span></p><p> <span style="color: yellow">- the DM is perfectly allowed to run NPC party members who are themselves perfectly allowed to be helpful, hurtful, or anything else they choose to the PCs.</span></p><p></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><span style="color: yellow">It gets played as usual by the players present; if the missing player leaves instructions they are to be followed if reasonable and practical, otherwise the character is at the other players' mercy.</span></p><p></p><p><strong>Question 12</strong></p><p> Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games.</p><p></p><p><span style="color: yellow">Traditional all the way.</span></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><span style="color: yellow">The DM needs to start the car and get it on the road, but allow the players to decide where it goes if they choose to.</span></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><span style="color: yellow">The game should go as fast or as slow as required. If everyone's having fun spending an hour talking to the guards or stabbing each other in the back, go for it. The GM should only skip bits if the players give the OK.</span></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="color: yellow">Depends what the issues are, though it's far preferable if the players and-or DM see each other out of game anyway to get their other socializing out of the way.</span></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6005669, member: 29398"] [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? [COLOR="Yellow"]Fantasy, humour/satire, historical, other[/COLOR] [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? [COLOR="yellow"]In no order: action, tactics, plotting, wackiness, story, survival, epicness only near the end of a very long campaign.[/COLOR] [B]Question 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? [COLOR="yellow"]I am willing to learn the game world. I am much less willing to learn a new rules system. Yes I will read what the DM writes.[/COLOR] [B]Question 4[/B] Which of these are you and how much? Gamist Narrativist Simulationist [COLOR="yellow"]Vomitist, as that's what those terms and their associated baggage usually make me want to do.[/COLOR] [B]Question 5[/B] What guarantees a good game? Short answers please. [COLOR="yellow"]Players and DM having fun regardless how much actual adventuring does or does not get done. Beyond this, nothing else matters.[/COLOR] [B]Question 6[/B] What is the ideal size of a gaming group? [COLOR="yellow"]Varies depending on specific players - some do better in a small group, others shine when there's a bigger audience. Anywhere from 2-7 players plus a DM.[/COLOR] [B]Question 7[/B] Do you prefer a designated GM or a GM hot-seat? [COLOR="yellow"]One DM running a continuing campaign.[/COLOR] [B]Question 8[/B] How challenging the game should be to player characters? Please note that this has nothing to with how challenging the game is to players. [COLOR="yellow"]Deadly enough to ensure at least one or two PC deaths per adventure and sometimes more.[/COLOR] [B]Question 9[/B] Can bad dice rolls kill characters? Can characters die at all? (already discussed in a separate thread) [COLOR="yellow"]Yes, and yes; if characters cannot die where is the achievement in surviving?[/COLOR] [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? [COLOR="yellow"]This is two questions in one: - the DM should let the players sink or swim on their own - the DM is perfectly allowed to run NPC party members who are themselves perfectly allowed to be helpful, hurtful, or anything else they choose to the PCs.[/COLOR] [B]Question 11[/B] What do with a PC when the player can’t come? [COLOR="yellow"]It gets played as usual by the players present; if the missing player leaves instructions they are to be followed if reasonable and practical, otherwise the character is at the other players' mercy.[/COLOR] [B]Question 12[/B] Do you like traditional gaming (whatever that is?) or do you enjoy groundbreaking, innovative games. [COLOR="yellow"]Traditional all the way.[/COLOR] [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? [COLOR="yellow"]The DM needs to start the car and get it on the road, but allow the players to decide where it goes if they choose to.[/COLOR] [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”) [COLOR="yellow"]The game should go as fast or as slow as required. If everyone's having fun spending an hour talking to the guards or stabbing each other in the back, go for it. The GM should only skip bits if the players give the OK.[/COLOR] [B]Question 15[/B] How do you feel about having off-game discussions about in-game-issues? [COLOR="yellow"]Depends what the issues are, though it's far preferable if the players and-or DM see each other out of game anyway to get their other socializing out of the way.[/COLOR] Lanefan [/QUOTE]
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