Player Survey

Menexenus

First Post
Hi. Has anyone ever created a Player Survey as a DM to help draw a bead on what the players want and expect out of their game? If so, please post it! I'd love to see it! If not, let's see if we can't create one together. Now I don't want to overwhelm new players with a long written essay examination. I'm just thinking of handing them a single sheet with about 10 multiple choice questions, just to get a sense of what they want out of a D&D/d20 campaign. (Of course, player wishes are not binding on a DM. But it's nice to know what your players will find interesting and what will bore them to tears.)

Here are some issues that I was thinking of including on the survey.

1) As a player, how do you feel about PC death?
a) It should only happen if the player has acted foolishly.
b) It should only happen if Raise Dead and Resurrection are available to the party.
c) It should never happen without the player's consent.
d) Let the dice fall as they may!

2) As a player, how do you feel about keeping track of details like food rations, ammunition, and spell components?
a) I don't play D&D to be an accountant. If the DM thinks this stuff is important, he should keep track of it himself.
b) I think it's important to keep track of some of these things (like food and ammunition) but not others (like spell components).
c) I think players should keep track of all of these things. Knowing that you are getting low on any of these items helps to add suspense to a game.

3) As a player, what would you say is the right mixture of role-playing vs. adventuring? On average, what percentage of each session should be devoted to each?
____% role-playing
____% adventuring

4) As a player, what level of magic to you prefer in a campaign?
a) very low - magic items are extremely rare
b) low - most NPCs have magic items, but not as much as the DMG suggests
c) moderate - following the DMG's guidelines
d) high - even more than the DMG suggests

5) As a player, are you comfortable or uncomfortable with role-playing encounters that involve sex and/or seduction?
a) I'm comfortable with it for my PC.
b) If other players like that sort of thing, that's fine, but please keep my PC out of it.
c) I would be uncomfortable with it. Please keep it out of our campaign entirely.

6) How much input should players have on the story-telling aspects of the campaign?
a) The DM is the story-teller. Players are expected to follow the storyline that the DM presents.
b) Sometimes story ideas should come from the DM, but sometimes story ideas should come from the PCs. (Sometimes the players react to what the DM presents, but sometimes the DM reacts to choices that the PCs make.)
c) The players should be the primary architects of the stories that their characters are involved in. The DM is best thought of as a referee and an presenter of challenges, not an author or a story-teller.

7) After character creation completed, how much do you expect to work on character and role-playing outside of the gaming session?
a) D&D is a fun hobby that I should be able to pick up and put down. I don't expect to do anything outside of the gaming session.
b) If there is a pressing issue, it can be decided by email outside of the regular gaming session, but otherwise I prefer to do all of my gaming with the group.
c) I would like to further the story outside of the regular gaming session, by any or all of the following: continuously fleshing out my character's backstory, writing up my character's adventures as short stories, interacting with NPC's via email with the DM, and/or meeting with the DM outside of the regular gaming session for circumstances that only involve my PC.

8) How much "table-talk" should be permitted amongst players? That is, how much/how often should players be allowed to strategize with one another during combat and/or role-playing?
a) Players should not be allowed to strategize with each other period, unless special spells are cast that allow mental communication.
b) Players should be allowed to strategize but only when in-game conditions (such as line of sight) permit and only in-character (i.e., during the character's initiative and in the character's voice, not the player's).
c) D&D is a strategic game, and player's should be able to give each other strategic advice freely. After all, sometimes a player doesn't think of things that the character would surely have thought of. Table-talk should be permitted, and each player should decide for themselves whether their character would have thought of that.

What do you think? Any other important issues that I am forgetting? Suggestions are welcome!
 

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1) As a player, how do you feel about PC death?
a) It should only happen if the player has acted foolishly.
b) It should only happen if Raise Dead and Resurrection are available to the party.
c) It should never happen without the player's consent.
d) Let the dice fall as they may!

a/d (somewhere in between)

2) As a player, how do you feel about keeping track of details like food rations, ammunition, and spell components?
a) I don't play D&D to be an accountant. If the DM thinks this stuff is important, he should keep track of it himself.
b) I think it's important to keep track of some of these things (like food and ammunition) but not others (like spell components).
c) I think players should keep track of all of these things. Knowing that you are getting low on any of these items helps to add suspense to a game.

definetly a)

3) As a player, what would you say is the right mixture of role-playing vs. adventuring? On average, what percentage of each session should be devoted to each?
____% role-playing
____% adventuring

What do you mean with adventuring? With role-playing?


4) As a player, what level of magic to you prefer in a campaign?
a) very low - magic items are extremely rare
b) low - most NPCs have magic items, but not as much as the DMG suggests
c) moderate - following the DMG's guidelines
d) high - even more than the DMG suggests

c)

5) As a player, are you comfortable or uncomfortable with role-playing encounters that involve sex and/or seduction?
a) I'm comfortable with it for my PC.
b) If other players like that sort of thing, that's fine, but please keep my PC out of it.
c) I would be uncomfortable with it. Please keep it out of our campaign entirely.

a) as long as it doesn't happen all the time, and you don't insist to roll-play everything.

6) How much input should players have on the story-telling aspects of the campaign?
a) The DM is the story-teller. Players are expected to follow the storyline that the DM presents.
b) Sometimes story ideas should come from the DM, but sometimes story ideas should come from the PCs. (Sometimes the players react to what the DM presents, but sometimes the DM reacts to choices that the PCs make.)
c) The players should be the primary architects of the stories that their characters are involved in. The DM is best thought of as a referee and an presenter of challenges, not an author or a story-teller.

b)

7) After character creation completed, how much do you expect to work on character and role-playing outside of the gaming session?
a) D&D is a fun hobby that I should be able to pick up and put down. I don't expect to do anything outside of the gaming session.
b) If there is a pressing issue, it can be decided by email outside of the regular gaming session, but otherwise I prefer to do all of my gaming with the group.
c) I would like to further the story outside of the regular gaming session, by any or all of the following: continuously fleshing out my character's backstory, writing up my character's adventures as short stories, interacting with NPC's via email with the DM, and/or meeting with the DM outside of the regular gaming session for circumstances that only involve my PC.

Somewhere between b and c.

8) How much "table-talk" should be permitted amongst players? That is, how much/how often should players be allowed to strategize with one another during combat and/or role-playing?
a) Players should not be allowed to strategize with each other period, unless special spells are cast that allow mental communication.
b) Players should be allowed to strategize but only when in-game conditions (such as line of sight) permit and only in-character (i.e., during the character's initiative and in the character's voice, not the player's).
c) D&D is a strategic game, and player's should be able to give each other strategic advice freely. After all, sometimes a player doesn't think of things that the character would surely have thought of. Table-talk should be permitted, and each player should decide for themselves whether their character would have thought of that.

somewhere between b and c again. As long as they don't take half an hour realtime for a single move action....
 

1) As a player, how do you feel about PC death?
d) Let the dice fall as they may!

2) As a player, how do you feel about keeping track of details like food rations, ammunition, and spell components?
b) I think it's important to keep track of some of these things (like food and ammunition) but not others (like spell components).

3) As a player, what would you say is the right mixture of role-playing vs. adventuring? On average, what percentage of each session should be devoted to each?
50/50.

4) As a player, what level of magic to you prefer in a campaign?
b) low - most NPCs have magic items, but not as much as the DMG suggests

5) As a player, are you comfortable or uncomfortable with role-playing encounters that involve sex and/or seduction?
a) I'm comfortable with it for my PC.

6) How much input should players have on the story-telling aspects of the campaign?
b) Sometimes story ideas should come from the DM, but sometimes story ideas should come from the PCs. (Sometimes the players react to what the DM presents, but sometimes the DM reacts to choices that the PCs make.)

7) After character creation completed, how much do you expect to work on character and role-playing outside of the gaming session?
c) I would like to further the story outside of the regular gaming session, by any or all of the following: continuously fleshing out my character's backstory, writing up my character's adventures as short stories, interacting with NPC's via email with the DM, and/or meeting with the DM outside of the regular gaming session for circumstances that only involve my PC.

8) How much "table-talk" should be permitted amongst players? That is, how much/how often should players be allowed to strategize with one another during combat and/or role-playing?
c) D&D is a strategic game, and player's should be able to give each other strategic advice freely. After all, sometimes a player doesn't think of things that the character would surely have thought of. Table-talk should be permitted, and each player should decide for themselves whether their character would have thought of that.
 


1) As a player, how do you feel about PC death?
a) It should only happen if the player has acted foolishly. (But it should take at least two rounds such that they've got an option to run away.)

2) As a player, how do you feel about keeping track of details like food rations, ammunition, and spell components?
b) I think it's important to keep track of some of these things (like food -- sometimes -- and ammunition -- always) but not others (like spell components -- except for the gem components).

3) As a player, what would you say is the right mixture of role-playing vs. adventuring? On average, what percentage of each session should be devoted to each?
40% role-playing
60% adventuring

4) As a player, what level of magic to you prefer in a campaign?
b) low - most NPCs have magic items, but not as much as the DMG suggests (though more items should be customized than not)

5) As a player, are you comfortable or uncomfortable with role-playing encounters that involve sex and/or seduction?
d) I get enough sex and seduction at home, I don't need it from my DM.

6) How much input should players have on the story-telling aspects of the campaign?
d) The DM presents the initial storyline and then has to react to the players always and consistently doing something that he never dreamed they would.

7) After character creation completed, how much do you expect to work on character and role-playing outside of the gaming session?
d) Issues that may take time to work and don't involve the other players should be done away from the table. Otherwise, my time is my own to work on my character or not.

8) How much "table-talk" should be permitted amongst players? That is, how much/how often should players be allowed to strategize with one another during combat and/or role-playing?
d) Short cross-table reality checking is okay so long as it keeps the action moving in a coherent fashion. It's better to have 5 seconds of metagame strategy across the table than a 5-minute pause while a player does internal mental deliberation.

9) How long does a combat round take?
a) Players should be thinking about their options while the others are taking their turns so that they can keep the action moving. They don't need to be done in 6 seconds, but they should be acting within 6 seconds.
 

Refining/Supplementing the Survey

I'm glad that some people are interested enough in the survey I presented to actually offer what their answers would be. However, the primary reasons for my posting it were A) to see if anything like this has been done already [there's no point in re-inventing the wheel] and B) to get suggestions on how it could be improved.

From the responses I've gotten so far, it seems like one thing I need to do is give players an opportunity to choose "other" or "none of the above". I wanted to make it a multiple choice survey so that it wasn't as intimidating as a short answer essay test. But it seems that most people appreciate being given the opportunity to provide additional input aside from just circling A), B) or C). That is useful feedback. Thanks.

Mr. Kaze also added a question about how long people should be allowed to take when it is their character's turn. That is a good suggestion. Thanks.

Keep sending in suggestions on how to improve the survey. Or, if it seems more fun, just go ahead and take the survey. (I don't want to ruin anyone's fun!) But, again, I'll be very interested to know if anyone has heard of anything like this being done before. If you have, please point me in the right direction of how to find it. Thanks.

-Menexenus
 

I've considered this in the past but the problem is that there is very little reliability in a survey with a sample of only, say, 4-6 people. The danger is that you may use the survey results in future situations with other players. It's probably ok if you only use the results for your own group, but even then I wonder how accurate the results are when its only filled out by a few people.
 

Wow.. Just about to start something along those lines for my upcoming campaign
RIIIP! (sound of Menexenus' survey being copied and pasted)
I assure you that mine will be COMPLETELY original and NOT AT ALL RELATED to the one you drew up. But seriously- props on the questions, it's a good mix, and I'm thinking about taking a private survey then discussing the results with my players afterwards to be sure of their intentions and expectations, and also to make sure that there is player compatibility. For example, if all but one member of your group says they are comfortable with PC sex in number 5 but one does not, you'll have to talk with your other players to see if that subject must really be detailed, or you'll have to inform the deviating player that sex may come up in your campaign.
 

Our Questionaire

Here's the survey we've been using for several years:

PLAYER QUESTIONAIRE/PROFILE
October 11, 2003


Get this filled out and back to the DM at JayHafner@lycos.com so the group can get some idea about your gaming style. You will be added to the PENDING player list on the online discussion group and will be contacted as vacancies open in the six-player campaign. Confidential: Player profiles are private and only used for considering potential players.

Here are a couple random bits about the group dynamics: The game is played at Jay’s house just south of Green Mountain in Lakewood. Our group consists of 5-6 regular players and we vary in age from 23 to 36 years old. Both male and female players are in the group. We game about every other Friday night from 6:15 until 11pm. We do not smoke or take group breaks, but do drink alcohol. There are adult themes inherent in the campaign and gory permanent character death occurs about once per 4 sessions. There are usually 4-6 plots/subplots going on at any given time. The DM does not use any standard monsters, they are played depending upon their intelligence and temperament, and as a rule they will coup de grace PC’s if they get the chance. The campaign is heavy on the Hyborian campaign theme, but you don’t have to know it to play in the campaign. We have a house rulebook (sent separately from this email). There are few utility magical items, but lots of inherent character power (high abilities and rapid level advancement). We do not rules-lawyer and play this game as a hobby for fun. We are looking for a friendly, consistent person to join our group. We socialize a fair bit both in and out of the game.
------------------

--------General Info---------

1. Name:
2. Age:
3. City of residence:
4. Phone or pager number:
5. Reliable Email:
6. Do you have consistent working hours?
7. Can you provide your own transportation to every game session?
8. What barriers would you have to being able to meet every other Friday and being able to stay for the entire game session (6-11pm)?

---

9. What other things to you do for fun? (besides computer games, card games, miniature war games, board games, reading books, role-playing games, etc.)

------X.P.----
10. How long have you been playing D&D or other RPG’s?
11. What other games do you enjoy?
12. Do you have any experience with Dungeonmastering?
13. Are you familiar with the world of Hyboria or the Conan stories?
14. Do you subscribe to Dungeon magazine?
15. What are the top things you dislike about the D&D 3rd/3.5 edition?
16. What are your top two sci-fi/fantasy book or comic, movie, or computer game picks?



This next part helps the DM to get an impression of your gaming style. Add any other info you think is pertinent.

· The best way to do this section is to triple-asterisk (***) the answer you want to choose. You should add qualifying sentences when you feel they are necessary to clarify your answer.


1. How do you like your campaign?
· A good campaign is about exploring the complexities of a world
· A good campaign is about playing out a grand story
· A good campaign is about the members of the group as a whole and how their characters develop
· A good campaign is one where I feel my character has self-achieving personality and/or power
· Who cares? I’m just here to play out my sickest fantasies and annoy the other players.

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




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




4. Briefly describe what your ideal campaign would be like (it doesn’t have to match what we’re playing):



5. As a player, I typically describe my character's combat actions as:
· Mechanics only: "I hit AC 11 and did 16 points of damage."
· Descriptive: "I move across the room (moving your pawn square by square), charging with a +2 bonus, I jab my spear into him, I hit AC 13. If I hit, I did 16 points of damage."
· Verbose: "I charge, yelling "Die you vomit-sucking-orc-pancreas-licker!" I push my spear gushily into his soft belly and twist; then I yank the barbed head out, pulling out his guts. By the way, I hit AC 11 and did 16 points of damage."

6. Which one extreme gaming category could you tolerate the most?
· Super-high overall character ability scores with lots of optional special abilities (everybody has maximized their strong points and have no weaknesses whatsoever)
· Character finds at least one personal magic item every session, or may make frequent visits to a magic shop to purchase items (everybody has a gadget for every situation so they never have to use their heads).
· Frequent increases in character levels so as to end the campaign at high level (everybody is as tough as a dragon and nothing can beat you up).

7. Intra-party disputes and major decisions would best be handled by:
· Organized groups follow orders of the leader of the group, especially during emergency situations
· I tend to like to lead less experienced players so they don’t get the group killed
· Voting in non-emergency situations and establishing group rules
· Each character should do what he feels is in his best self-interest
· Exacting violence upon the offending character

8. When an ambiguous rule question arises, but nobody else has noticed, I typically:
· Stop the game and tell the DM to look up the rule
· Stop the game and look up the rule myself and then argue my point
· Antagonize the DM for the rest of the night with my opinion of the rule
· Save it for a break in the game and discuss it then

9. Your current character has been killed by the rat bastard DM, how is your next character going to be?

· Idealized me: my PC reacts as I think is going to be the best way possible to overcome a situation, with as few faults as possible.
· One character man: pretty much the same as my last character and not overly charismatic
· Different: each PC is a chance to be someone new.
· Modeling: You duplicate a favorite personality from a movie or a book.

10. When I’m not in the mood to game or I’m just too tired after a week of work, I typically do the following:
· Call ahead and say I’m too tired to game tonight, but I’ll make it next time
· Come to the game anyway, but let the group know I may be a little groggy but will still try to have fun
· Skip and don’t call


11. Adventurous and heroic player characters should die:
· Never or only when the player agrees that it is time for his character to die.
· When they deserve it (such as when they act foolishly, or wander away from the party to steal party magic items for themselves, or when hogging the DM’s time for petty things).
· :):):):) Happens. The dice fall where they may. Without any fear of death, the game can be lame.

12. What kind of aversions do you have towards descriptions of violence, gore, vile evil, crude jokes, foul language, alcohol consumption by players, historical female and male family roles, in-party romance, or references to adult situations?




13. To what extent do you like traps, tricks/lies/illusions/curses, and puzzles in games you play?
· There should be a large, complex plot, with sparse and difficult clues, but a great reward at the end for figuring it out. Puzzles should be nearly life-or-death. A witches-curse can be a good role-playing opportunity.
· Enough traps so that the rogue has something to do, and puzzles should be able to be overcome at least 3 different ways. Clues should be obvious, because I forget from game-to game. Tricks and illusions should be limited to only a couple per game. Curses are unfortunate plights and I hate roleplaying Toads.
· Few traps, tricks or puzzles. Puzzles waste time and only cause me to become confused and unable to sleep until I solve them. Tricks and lies should not be included in the game, because the DM should always be honest with the players and tell them everything forthright. I should be able to weasel my way out of an illusion by saying, "I disbelieve." Traps are dangerous, and could hurt someone! Curses cause me to become suicidal, because they're demeaning to my character.

14. How often do you like combat to occur in a fantasy game such as D&D:
· Most of the game session, as this is a “Sword & Sorcery” game after all.
· At least 2-4 times per session. “Danger’s my middle name.” I usually bring 2 extra characters to every game because I expect my characters to die at some point.
· At least once per session to satisfy my need for blood thirst, plus "The only good demon is a dead demon".
· Not at all. There should be tense moments, but little real danger of your character having to draw a weapon

15. How often do you keep notes on your adventures?
· Religiously. I like to know what’s going on between sessions and because I don’t feel it’s the DM’s job to remind me of all the clues to an adventure. I also draw pictures of the party in action.
· Occasionally. I don't get into games that much. Besides, the DM should often remind me of crucial clues or let me make a die roll to check my memory.
· Never. I ignore plots, story-problems and puzzles. The DM should tell me anything important my character should know at the time I should know it, if I make a successful die roll.


16. In a hypothetical party consisting of a neutral Rogue-Assassin, neutral Barbarian, and neutral Rogue-Outlaw, which character would you make to ensure that the game would be fun for everyone at the table (including yourself)?
· Lawful good Cleric-Paladin
· Other: List here à


17. What are at least five traits that exist in a good DM?

18. What are at least five traits of people you’d like to game with?

19. The most important personality characteristics that I would bring to the game would be?


20. Comments:




If you know anyone else you’d like to have game with us, please send them a copy of this questionnaire and have them get it back to me. All players are considered individually.

OTHER STUFF THAT’S NICE TO KNOW ABOUT THE GROUP:

The Dungeonmaster: Jay Hafner
· I’m 32. I’ve been gaming since I was a kid and have Dungeonmastered extensively in D&D campaigns in the World of Greyhawk, Hyboria, or Forgotten Realms. My hobbies outside gaming include backpacking, hiking, mountain biking, windsurfing, and shooting hoops. My wife and kids don’t game. You can get a hold of me by cell phone ..

· As a very experienced DM, I run a fun, fast-paced game with ferocious combat and good campaign background (think ALIENS, but without much of the dying) and players who like to role-play, use background, and get into group interaction are encouraged to do so. I like a “beer-n’-pretzels”-style of gaming..not deathly serious all the time, but still involving for the players and DM. It should be fun to get together right?

· The game will run at my place in west Lakewood.



BRIEF CAMPAIGN DETAILS

· Blurb: The Zamoran Spider-Thief came through these parts about three years ago. His bags were dripping with loot from the Grimjaws Ruins in Hyperborea. The story was that he tried to dump the cursed relics, but not in time. He’s fortunate that the Cimmerian only pummeled and robbed him. The Yog cultists would have dragged his screaming carcass back to the Soul-Eater of the Virunian Saltmarsh. You still interested in buying his map?

· Our out of game discussions will be done via email on the discussion group:
http://www.yahoogroups.com/group/hyb..
· Necessities?
o You must have reliable internet access to follow the discussion group
o You must own and bring your own copy of the D&D 3rd or 3.5 edition Players Handbook
o Main character and updated back-up character
o Scratch paper and 3-ring binder
o Miniature figure resembling the character you want to play (D&D size please ;)
o Pencil & dice
o Your own food and/or money to order food (don’t be a mooch)


· One rule for everyone’s sake: do not invite new people to the game. Ask the DM first, and then have them fill out a questionnaire online to send to us for consideration. Everybody comes in on their own merit.

Thanks!

Jay Hafner
DM
jayhafner@
 

1) As a player, how do you feel about PC death?
a) It should only happen if the player has acted foolishly.
b) It should only happen if Raise Dead and Resurrection are available to the party.
c) It should never happen without the player's consent.
d) Let the dice fall as they may!

D - assuming it's a good DM who's not just gonna throw instadeath at us out of the blue.

2) As a player, how do you feel about keeping track of details like food rations, ammunition, and spell components?
a) I don't play D&D to be an accountant. If the DM thinks this stuff is important, he should keep track of it himself.
b) I think it's important to keep track of some of these things (like food and ammunition) but not others (like spell components).
c) I think players should keep track of all of these things. Knowing that you are getting low on any of these items helps to add suspense to a game.

B - IMC and all games I've played in, food is necessary. After a while you can forget about it though, one of the perks of having some levels is that food can be created out of thin air etc. Spell components are just annoying. Sprigs of holly and the like - the wizard has a component pouch, let's assume he has all components that don't cost GP in there.

3) As a player, what would you say is the right mixture of role-playing vs. adventuring? On average, what percentage of each session should be devoted to each?
25% role-playing
75% adventuring

Of course, there's no reason why the two can't mix.

4) As a player, what level of magic to you prefer in a campaign?
a) very low - magic items are extremely rare
b) low - most NPCs have magic items, but not as much as the DMG suggests
c) moderate - following the DMG's guidelines
d) high - even more than the DMG suggests

C and above, as long as it's consistent. Less than C means that players with spells and the ability to make magic items way outstrip those who don't/can't, and ACs get too low to be missed, which leads to general screwage of melee types.

5) As a player, are you comfortable or uncomfortable with role-playing encounters that involve sex and/or seduction?
a) I'm comfortable with it for my PC.
b) If other players like that sort of thing, that's fine, but please keep my PC out of it.
c) I would be uncomfortable with it. Please keep it out of our campaign entirely.

I personally am an A, as are my players. However, we're all 20. If there was a kid in the group, I wouldn't bring it up. Also, getting too descriptive is out, IMO. "You sleep together, it's nice. Okay, next morning, X happens."

6) How much input should players have on the story-telling aspects of the campaign?
a) The DM is the story-teller. Players are expected to follow the storyline that the DM presents.
b) Sometimes story ideas should come from the DM, but sometimes story ideas should come from the PCs. (Sometimes the players react to what the DM presents, but sometimes the DM reacts to choices that the PCs make.)
c) The players should be the primary architects of the stories that their characters are involved in. The DM is best thought of as a referee and an presenter of challenges, not an author or a story-teller.

B. The DM should come up with stuff that happens, and is the main architect as it were, but if a player comes up with some background or something he'd like to happen to his character, the DM should look it over and try and include it. Hey, less work for him, right? Oh, and give that player a GOOD dose of XP, say a third of a level, if you get good use of his stuff. Nothing more flattering for a DM when a player introduces the next big bad for you!

7) After character creation completed, how much do you expect to work on character and role-playing outside of the gaming session?
a) D&D is a fun hobby that I should be able to pick up and put down. I don't expect to do anything outside of the gaming session.
b) If there is a pressing issue, it can be decided by email outside of the regular gaming session, but otherwise I prefer to do all of my gaming with the group.
c) I would like to further the story outside of the regular gaming session, by any or all of the following: continuously fleshing out my character's backstory, writing up my character's adventures as short stories, interacting with NPC's via email with the DM, and/or meeting with the DM outside of the regular gaming session for circumstances that only involve my PC.

Hmm. Probably B with a slight hint towards C. I've fleshed out backgrounds and suchlike for characters, and written a short story or two, and interacted with NPCs via email. But that's not the norm between adventures, it's only happened a few times a year.

8) How much "table-talk" should be permitted amongst players? That is, how much/how often should players be allowed to strategize with one another during combat and/or role-playing?
a) Players should not be allowed to strategize with each other period, unless special spells are cast that allow mental communication.
b) Players should be allowed to strategize but only when in-game conditions (such as line of sight) permit and only in-character (i.e., during the character's initiative and in the character's voice, not the player's).
c) D&D is a strategic game, and player's should be able to give each other strategic advice freely. After all, sometimes a player doesn't think of things that the character would surely have thought of. Table-talk should be permitted, and each player should decide for themselves whether their character would have thought of that.

B. Some strategising is unavoidable, but if someone challenges another player, saying something like, "Don't go there, go here and lemme flank!", I as GM or player will generally pipe up and say, "It's his/her character, go ahead and move."
 

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