Gut-feelings and new players

Player Questionaire

Formatting may be a bit screwy from copy and paste and certain personal info has been deleted to protect the original person.

PLAYER QUESTIONNAIRE &
CAMPAIGN DETAILS
May 2, 2006


Get this thing filled out and back to the DM at [email deleted] so the group can get some idea about your gaming style.
After you have filled out and returned the questionnaire, you will be added to the PENDING player list on the online discussion group. You will be contacted as vacancies open in the six-player campaign so you can try us out.

What you REALLY want to know:

Setting
Our current games are action-packed, ongoing character storylines in the Hyborian world. The campaign is high-sorcery, high-adventure, and contains strong character elements as it has been designed from the Conan stories (prior knowledge is not required).

Player Favorites
• There are over 30 character races to choose from

• All of the D&D accessory books may be used

• The adventures are geared to fit the characters

• The action is fast-paced


The Group
Our current players prefer a fun, fast-paced game with ferocious combat and good campaign background and players who like to role-play their characters. We like a “beer-n’-pretzels”-style of gaming..not deathly serious all the time, but still involving for the players and DM since our gaming time is limited. It should be fun to get together right? Our group typically consists of guys and gals of ages 25-40. We don’t smoke but do drink alcohol in moderation when we game.


The DM: [name and phone # deleted] [email deleted] Experienced DM having done extensive campaigns in Greyhawk, Forgotten Realms, Hyboria, Cthulhu, and Eberron. Hobbies outside gaming include backpacking, family time, hiking, mountain biking, windsurfing, and shooting hoops.

Location
We game in Lakewood (just south of Green Mountain).

Date & Time
We game an average of every other week from 6:15 until around 11pm on Friday nights.

Discussion Group
Our out-of-game discussions and scheduling is done via email on the discussion group. The group site also contains files, calendar and resource links.
http://www.Yahoogroups.com/Group/HyborianEmpire

Who are we looking for?
We are looking for friendly, consistent people to join our group because we are all busy professionals with limited gaming time. We try to choose people that we could theoretically hang out with outside the game as well. Everyone fills out the questionnaire. Each player is considered individually.



BIO
--------General Info---------

Name:
Age:
City of residence:
Phone or pager number:
Reliable Email:
Occupation:
Do you have consistent working hours?
Can you provide your own transportation to every game session?
Describe any barriers you would have to meeting every other Friday night from 6:15-11pm.

------X.P.----
What kind of experience do you have with D&D and other RPG’s?

Have you read any Conan books, comics or watched the movies?

Do you get issues of Dungeon magazine?

What are your top two sci-fi/fantasy book or comic, or movie picks?

What other things to you do for fun? (besides gaming, reading or playing the computer)

------Gaming Style.----

In brief, describe your two best characters (from any game system):

Briefly describe your last two gaming groups and how long you gamed with them:

The most important personality characteristics that you would bring to the game would be?

What kind of aversions do you have towards descriptions of violence, gore, vile evil, tasteless jokes, foul language, gamers that drink and game, ancient slavery, common PC death, prostitution themes, historical female and male family roles, in-party romance, references to adult situations, and intolerance of rules-lawyering?

For each category below, please underline two descriptors of your preferred campaign style (or write in a qualifier of your own):

CATEGORY UNDERLINE TWO DESCRIPTORS BELOW OF YOUR PREFERRED GAMING STYLE
(Example) Sample1 Sample2 Sample3 Sample4 Sample5 Write-in

Plot Complex Clues Quest Dungeons Story
Combat Complexity Dangerous Challenging Swashbuckler Brutal Theatrical
Char. Development Item-based Party-based World-based Guild Accomplishment
Character Ability Item-based Level-based Multi-classed Maximized Party-specialist
Amount of Combat Constant Lots Deliberate Few-but-huge Little
NPC Interaction Recurring One-shot “that guy” Talking Love-to-hate
Fantasy Dragons Evil overlord Occult Ancient Knights
Tabletop 3D Miniatures Pogs Diorama Pebbles Markers
Odd Theme Escape Maze caves Ghost guide Curse Vengeance
Favorite Classes Rogue Fighter Wizard/Sorc. Ranger Barbarian
Culture Savage Norse Egyptian Assyrian Roman
Battle Terrain Bridge Ruins Caves Sandstorm Burning Bldg.
Favorite Levels 1-4 5-6 7-8 9-11 12+
Party Decisions Pick Leader Experience Vote Self I’m the leader
Player Interactions Char. Name Player name

..
 

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My current campaign is made up entirely of old friends, but in my Uni days I would play at the gaming club there and often pick up new players or join new games. You sometimes get funny feelings but for the most part I had far more go wrong because I had high hopes than because anyone was "forced" on me. :-) Right now, new players are vetoed by the current players beforehand and then again after a few sessions: so new players are admitted on the understadning it's a "trial period", and it might not work out for various reasons. (My current group is 7 players, so a new player let on might be told "we find 8 players just too slow" rather than "Dave and Jo think you're creepy" ;-) )

In general in life, when I get a bad feeling about someone, it's usually justified. This is apart from women, where I am a terrible judge: but most men are. ;-)

I found this piece of merelycompetent's houserules pretty heavy duty...

merelycompetent said:
If you want an invite, you have to sit in on three sessions, minimum, as a spectator. This ensures that a) the person is really interested in playing, b) gives them a chance to check us out and make sure they're not going to be bored to tears, c) gives us a chance to check the person out and spot most problems before they blow up in our faces, and d) gives everyone a gradual introduction to a potential new friend rather than dumping them all together at the table.

...because in my experience, watching an RPG is amongst the most boring of activities on the planet. Hell, just splitting the group and having to leave players alone for 10 minutes can cause a lot of people to start to get a bit fidgety: going three full sessions straight watching would be flat-out mindnumbing, especially if after that the GM was going to judge me on how keen I was. IF it works for your group, well, fair enough: but it would IMNSHO turn off most people regardless of how suitable a player they are.

Roleplaying games just aren't spectator sports. No matter how good, how involving, how well-plotted an experience you provide your players, it's a whole different ball game to amuse watchers. As posters above have said, if it becomes obvious you have a PKing nutball, you just have to make it clear beforehand what your groups stance on that sort of thing is: and yes, you just chuck him out there and then if he doesn't take the hint. Of course, any time you take on people you don't know you encounter this problem: and I don't think some sort of vetting is unfair, but this "three session" suggestion sounds (frankly) pretty crazy to me.

It reminded me of the house rule I heard of on these boards which said that after 30 minutes past game time if you weren't there you still had to turn up but your player was NPCed: so you had to watch the game as a spectator or would get chucked in short order. Hey, it must have worked for someone: but if I tried to pull that on any group I've ever ran for, no matter how horrible their previous experiences, I doubt I'd get far.

Inviting prospective players to obsereve a single session (And perhaps help out in some DMly duties, like looking up a monster's AC for you or finding enough D^ for the spell the NPc just cast, to help break the monotony) would be something I'd consider: I do think that showing the game in actual swing can say way more about your play style than anything else, as well as showing the group in action before the player considers what new PC to make. Unlike th etime required to stage a one-off or mini campaign to test someone out, a spectator can just turn up to your next session as normal..... I gotta hand it to you, merelycompetent, consider I don't like your rule, I seem awfully keen on adapting it for myself. ;-)
 

GQuail said:
Inviting prospective players to obsereve a single session (And perhaps help out in some DMly duties, like looking up a monster's AC for you or finding enough D^ for the spell the NPc just cast, to help break the monotony) would be something I'd consider: I do think that showing the game in actual swing can say way more about your play style than anything else, as well as showing the group in action before the player considers what new PC to make. Unlike th etime required to stage a one-off or mini campaign to test someone out, a spectator can just turn up to your next session as normal..... I gotta hand it to you, merelycompetent, consider I don't like your rule, I seem awfully keen on adapting it for myself. ;-)

Due to limited time, I didn't go into the nitty-gritty details of how we do it. Since you seem interested, here are a few more details that I hope you can adapt for your own use...

Potential player shows up for the game, gets a seat at the table next to the DM (usually me, for the last year). We spend the first 30 minutes socializing and getting the latest Pointy-Haired Boss stories out of our system - and usually ask the new person about their past gaming experience (if any), what they like to do besides gaming, and so forth.

Start the game. DM gives a "When last we left our heroes..." recap. Usually takes only 5-10 minutes, and covers the high points (humorous, climactic, plot development, character development, and the like) of last session.

Action begins. New person gets dice to roll for non-critical NPCs, and rules-lookup duties. If miniatures are in play, new person gets to move the critters around. We also have a wipe board in use for initiative, spell durations, quickie map sketches - new person gets to help with that, too. General consensus is that my handwriting is awful, so just about anyone's scrawl is more legible than mine and a help. The players also help out - loaning dice, books, or explaining what's going on while the DM is busy handling another player.

Break times for food, drink, call of nature, call of family. We take a breather, answer the new person's questions, goof off a little. (This is all typical for game spectators where I'm at - the peanut gallery, kibitzers, whatever you want to call them.)

That usually takes care of the first night.

Second night is more of the same. But if the new person is invited back, he or she usually gets to run some monsters during combat. This is another good indicator of how the person plays, depending on game experience: Does he/she take vicious glee in damaging PCs (pretty much a pre-requisite for DMing, IME, but can be taken too far)? Does he/she charge into combat or hang back and snipe? And so forth. The dice-handling, book-handling, and wipe board duties continue. Along with more story-swapping as everyone gets more settled and comfortable.

Third night adds in an NPC for the new person to play, usually one of the hirelings the PCs have with them, but can also be an important henchman - it depends on how the first two nights went. By this point, the new person should have a good feel for how much role-play/roll-play is going on. If they're a new gamer, they're starting to get a handle on the rules (and we cut back to a more managable set - AOO's are a *pain* for most people). Usually, if they're invited back for a third night, it's a given that an invitation will be made.

(edit: Removed line because it was misleading and poorly-worded.)

This isn't a set-in-stone formula. Some people have gotten along so well that they were running the most valued NPC henchman in the party before the end of the first night. We use it as a guideline and method for making sure that a potential new player is really going to fit in. It also offers the new person a chance to check *us* out. We have had people drop out after the first two nights because they were looking for more combat, or more role-playing, than we do. I still go to movies with one of them 5 years later - he became a good friend.

I hope this helps.
 

merelycompetent: thanks for posting more info. Now you've expanded on your idea, it doesn't sound quite as dull to sit through. ;-)

I think the idea of a session watching and a session NPCing could be a good way of seeing how a new player and the group will interact. However, a full three sessions still sounds a long time to me: though for your group it's obviously the way to go, but when I told my players about it last night they didn't seem to enamoured with the idea Perhaps they just haven't had a bad enough person join our party yet... ;-)
 

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