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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Janx" data-source="post: 6140412" data-attributes="member: 8835"><p>That was a great breakdown on the kinds of questions to ask. Understanding those can lead to asking better questions, or more varied questions.</p><p></p><p>I'm more fond of leading questions that allow for open-ended answers.</p><p></p><p>So I would probably never use "where did you get those shoes" as it mostly opens to door for a silly answer or a non-significant one. Other folks may get plenty of mileage out of it, but I'd rather burn a question on something else.</p><p></p><p>I like this type of question: "Everybody says it wasn’t your fault. Are they right?"</p><p>As a GM, I'm establishing a fact, something "bad" happened. The player has an opportunity to make something tragic, dramatic, or secretive that should shape how the character is played.</p><p></p><p>And the beauty of it is, it can be reworded for variations of meaning for different PCs:</p><p>"Everybody says it was your fault. Why did you take the blame?"</p><p>"Everybody says it was your fault. What really happened?"</p><p></p><p>I always try for one question like that, sometimes fully open ended, other times tying in family or work into it:</p><p>"Why are people whispering about you and what really happened on LV-241?"</p><p>"Why is it important that you serve on THIS ship, instead of the better offer you had?"</p></blockquote><p></p>
[QUOTE="Janx, post: 6140412, member: 8835"] That was a great breakdown on the kinds of questions to ask. Understanding those can lead to asking better questions, or more varied questions. I'm more fond of leading questions that allow for open-ended answers. So I would probably never use "where did you get those shoes" as it mostly opens to door for a silly answer or a non-significant one. Other folks may get plenty of mileage out of it, but I'd rather burn a question on something else. I like this type of question: "Everybody says it wasn’t your fault. Are they right?" As a GM, I'm establishing a fact, something "bad" happened. The player has an opportunity to make something tragic, dramatic, or secretive that should shape how the character is played. And the beauty of it is, it can be reworded for variations of meaning for different PCs: "Everybody says it was your fault. Why did you take the blame?" "Everybody says it was your fault. What really happened?" I always try for one question like that, sometimes fully open ended, other times tying in family or work into it: "Why are people whispering about you and what really happened on LV-241?" "Why is it important that you serve on THIS ship, instead of the better offer you had?" [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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