Questionairre

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Lately we have had a lot of discussion about where we are going, and its been in each game. People seem to have some idea what they want, yet we arent getting it communicated as succinctly as we could. I propose that we use this page to discuss these issues.

The Possibilities

Everyone rank the following items from 1-5 (unique):
NPC Interaction
Puzzle Solving
Storylines
Character Development
Combat

NPC Interaction

Whats this? Playing in character. Meeting interesting NPC's (and taking their stuff), learning things from them, and basically exploring what your character has become. In many ways this is micro story.

Puzzle Solving

This encompasses figuring out what is behind the villains plot, discovering and solving riddles, and otherwise using ingenuity to pass obstacles. Often this is the equivalent of solving goals by finesse.

Storylines

Participating in a storyline that is of the highest quality. This is more about macro than micro story.

Character Development

Watching your character grow and change, including through experience and evolution of ideas.

Combat

Throwing dice, smacking things, and generally accomplishing goals by force.

Points of View

How important are the players? How important are the characters? What is the GM's role? Use these spaces to discuss opinions on these items.

Player Importance

What is the players role in the story? Do we react to a story the GM tells, or do we, as players, determine courses to which the GM reacts? How much effect do players have on what our characters do?

Character Importance

What is the characters relative power level? What is the role of the characters in the world at large? How large of an effect can the characters make on the world around them?

The GM

What would you like the GM to do? Be a fair and impartial mediator? Be a story narrator who involves characters? Conjure a vision that the players buy into and share?

Campaigns

We all like campaigns more than one-shots, yet do you feel it is more important to cling to any campaign or test out varying ideas until the right campaign presents itself? How do we decide?

Player Involvement

How do we handle player absence? What does this mean to the story, especially when an absent player is vital?

Whining

How do we get Jason to stop his goddamn infernal whining?

Evolution vs Inertia

At what point does a campaign have a life of its own? How do we know when an idea has run its course? Could Darwin beat up Newton?