Advice on Session 0 and Player Surveys (+)

So how do you go about finding a good system and campaign style for your groups?
System-wise, I can't help you. I don't think anyone can, honestly. From all your threads on this seemingly eternal struggle, your group has several diametrically opposed factions that simply want wildly different things from the gaming table.

But content-wise, I can't recommend the Game Master's Guide to Proactive Roleplaying enough. To me it's the gold standard of including the players in the planning and setup of the game. It's dead simple. Ask them what they want to do in the game. Then give it to them. The book is clearly more in-depth and involved than that, but it really does come down to that. You don't need surveys or survey questions then try to guess what they want based on that. Just straight up ask them what they want, then put that in the game.
 

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As I was putting together my current 5E 2024 sandbox game, I asked the players (all of whom I know in person and have played with, some of which had played with each other) to rate the following categories on a scale of 1 to 5 (individual score, not ranked) for their personal interest:

I do something similar. For my long-standing group, a campaign can run for a few/several years. At the end of that time, they are often up for a change of pace.

I have to include a number of questions on genre choice, because we have ranged from space opera to weird west to standard D&D fantasy. I will also ask if there are any rule sets they specifically want to try, or avoid.

I will often include some sliding-scale questions like whether they want detailed combat rules or more broad narratively driven combat, whether they want long story arcs or to be more episodic play, how serious vs comedic they want play to be, and so on.

Other questions may include how player-driven they want the game to be, how much they want the game to draw upon character backstories, and similar.

I anonymize the results, and let the whole group see them - so they can see if there's a major conflict that they can talk through, and can see the basis for any compromises in my offerings.

Then, I come up with a couple of pitches for things I would find entertaining to run.
 


Make sure the opening party has a vested interest in the opening plot/premise/story.
If going this route I'd try to make it something a bit bigger and-or longer lasting than just the opening premise, because once that opening piece is done, then what? That said...
I don't mean they are all just happy to play. Have the PCs be directly related to the premise.
If little Timmy fell in the well and wandered into the caverns under the village....make sure they know Timmy personally and care that he's in danger.
If you are going to rescue the princess make sure the party isn't all anti-monarchy and don't care if the trolls eat the whole royal family.
...in the second example here I'd be fine with them being all anti-monarchist and stealing the princess to get their own ransom for her; or even better, if half of them wanted to go that route while the other half wanted to truly rescue her. Now we're into serious conflict and roleplay territory, let the good times roll.

I set the stage. What they do once they're on that stage is up to them, and I have to be ready to hit whatever curveballs they throw at me. And that - along with genre and system - is pretty much the length and breadth of my pitch, followed by "Are you in?"
 

If going this route I'd try to make it something a bit bigger and-or longer lasting than just the opening premise, because once that opening piece is done, then what? That said...

...in the second example here I'd be fine with them being all anti-monarchist and stealing the princess to get their own ransom for her; or even better, if half of them wanted to go that route while the other half wanted to truly rescue her. Now we're into serious conflict and roleplay territory, let the good times roll.

I set the stage. What they do once they're on that stage is up to them, and I have to be ready to hit whatever curveballs they throw at me. And that - along with genre and system - is pretty much the length and breadth of my pitch, followed by "Are you in?"
Everything i mentioned is the starting point.
After that....what happens happens. No plan survives contact with the enemy.
I don't want a party of edgelords. "I have no family and i don't care about anything but myself". Ok, then make a character that makes sense to what we're doing and you go play your solo game by yourself.
We all play the game differently.
The OP wasn't asking for people to argue about how they do things, they were asking for advice.
 

Have you looked at the Same Page Tool ever? Since not being on the same page seems to be a huge part of your running issues, it might be worth thinking through it yourself and laying out a very clear picture of what you think the game is going to look like so you can discuss it with clear eyes.

To quote the page: This tool does not help you find a common ground if you do not have it – it helps you clarify exactly what you will be playing.
 

I might limit ideas to 3-4 instead of 10 or more. You get to do something you can get on board with and the players are not overwhelmed and everyone picking a different thing.
 

Have you looked at the Same Page Tool ever? Since not being on the same page seems to be a huge part of your running issues, it might be worth thinking through it yourself and laying out a very clear picture of what you think the game is going to look like so you can discuss it with clear eyes.

To quote the page: This tool does not help you find a common ground if you do not have it – it helps you clarify exactly what you will be playing.
Was just gonna recc this.
 

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