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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Epidiah Ravachol" data-source="post: 3485692" data-attributes="member: 42319"><p>That's actually the hardest part for me, too. So I steal them. I will take some questionnaires from a previous game, go through them, crossing out everything that doesn't make sense for the current game, altering those that can be made to make more sense, and filling in the gaps when I'm done. I forget the exact number, but I think the book has over 200 questions in it to help get things going. Plus, I've <a href="http://dreadthegame.wordpress.com/tag/questionnaires/" target="_blank">collected a few</a> on my <a href="http://dreadthegame.wordpress.com/" target="_blank">blog</a> in the interest of helping other GMs out. And I will shortly be adding Piratecat's questionnaires to that list. And if anyone else has run their own games, I would dearly love to add your questionnaires as well.</p><p></p><p>Also, I find it much easier if my players suggest the sort of characters they would like to play to me, and I start thinking about questions specific to those.</p><p></p><p>Last night I was just talking to a friend about this very problem. He said he liked to write a bunch of questions out first that relate to the story, but aren't character specific, and then start to mold characters out of those. He also suggested a sort of web-based questionnaire generator, which I'm now looking into.</p><p></p><p>But let me be honest with you: you are smart enough, and your players will surprise you. And that's not just a vacuous pep talk. I feel the same anxiety every time, and cringe at many of the questions I've written, but the pay-off is grand and never disappoints. And as Piratecat illustrated in his original post, it is often the innocuous questions that surprise you the most.</p><p></p><p>Hmm, now you have me thinking. Perhaps I should do some sort of online questionnaire workshop . . .</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 3485692, member: 42319"] That's actually the hardest part for me, too. So I steal them. I will take some questionnaires from a previous game, go through them, crossing out everything that doesn't make sense for the current game, altering those that can be made to make more sense, and filling in the gaps when I'm done. I forget the exact number, but I think the book has over 200 questions in it to help get things going. Plus, I've [url=http://dreadthegame.wordpress.com/tag/questionnaires/]collected a few[/url] on my [url=http://dreadthegame.wordpress.com/]blog[/url] in the interest of helping other GMs out. And I will shortly be adding Piratecat's questionnaires to that list. And if anyone else has run their own games, I would dearly love to add your questionnaires as well. Also, I find it much easier if my players suggest the sort of characters they would like to play to me, and I start thinking about questions specific to those. Last night I was just talking to a friend about this very problem. He said he liked to write a bunch of questions out first that relate to the story, but aren't character specific, and then start to mold characters out of those. He also suggested a sort of web-based questionnaire generator, which I'm now looking into. But let me be honest with you: you are smart enough, and your players will surprise you. And that's not just a vacuous pep talk. I feel the same anxiety every time, and cringe at many of the questions I've written, but the pay-off is grand and never disappoints. And as Piratecat illustrated in his original post, it is often the innocuous questions that surprise you the most. Hmm, now you have me thinking. Perhaps I should do some sort of online questionnaire workshop . . . [/QUOTE]
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