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<blockquote data-quote="karlindel" data-source="post: 5214305" data-attributes="member: 27103"><p>Barastrondo has an excellent point. Sometimes it can be helpful to start with specifics and work from there to determine what the players want. If there is discussion over which options to choose, that will also help to inform you of other things the players may be interested in. </p><p></p><p>Vague questions can lead to interesting discussion, but can also lead to meandering, as well as arguments over the meanings of terms in the questions. Specific examples to choose from can be very helpful. I would recommend for any question you ask to be prepared to provide a few examples if the players ask. Here are some useful questions to ask, and some example answer choices:</p><p></p><p>Personally, I generally start off the conversation with some broad questions, such as:</p><p>What genre or genres are people most interested in? Fantasy (High, Medium, or Low Magic), Horror, Sci-Fi, Alternate History, Steampunk, Western</p><p></p><p>What systems are we interested in? Systems can determine a lot about the flow of the game, and knowing what systems the players are interested in can also direct the discussion towards the tropes they want to see in the game. Examples depend on what systems you and the players are familiar with.</p><p></p><p>What themse/elements do you most want to see in the game? For example, exploration, political intrigue, uncharted lands, wilderness or urban, extreme environments, zany fun, religious battles, culture clashes, etc.</p><p></p><p>Do we want to use an established setting, a modified but established setting, or a personalized setting? If modified or personalized, how much say (if any) do you want in the world building process?</p></blockquote><p></p>
[QUOTE="karlindel, post: 5214305, member: 27103"] Barastrondo has an excellent point. Sometimes it can be helpful to start with specifics and work from there to determine what the players want. If there is discussion over which options to choose, that will also help to inform you of other things the players may be interested in. Vague questions can lead to interesting discussion, but can also lead to meandering, as well as arguments over the meanings of terms in the questions. Specific examples to choose from can be very helpful. I would recommend for any question you ask to be prepared to provide a few examples if the players ask. Here are some useful questions to ask, and some example answer choices: Personally, I generally start off the conversation with some broad questions, such as: What genre or genres are people most interested in? Fantasy (High, Medium, or Low Magic), Horror, Sci-Fi, Alternate History, Steampunk, Western What systems are we interested in? Systems can determine a lot about the flow of the game, and knowing what systems the players are interested in can also direct the discussion towards the tropes they want to see in the game. Examples depend on what systems you and the players are familiar with. What themse/elements do you most want to see in the game? For example, exploration, political intrigue, uncharted lands, wilderness or urban, extreme environments, zany fun, religious battles, culture clashes, etc. Do we want to use an established setting, a modified but established setting, or a personalized setting? If modified or personalized, how much say (if any) do you want in the world building process? [/QUOTE]
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