Difference between revisions of "Questionairre"

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(The Possibilities)
(The Possibilities)
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--[[User:Matts|Matts]] 20:36, 31 October 2006 (MST)I'd say that the most important thing to me is character development, as in, having a good role to play.  Following that would be NPC interactions and PC interactions, as to me those make up the bulk of roleplaying.  Storylines are good, but for me only inasmuch as they advance changes in the characters or genuine conflicts to roleplay.  Combat i'd rank pretty low, but it is a handy method for resolving conflict (one of the reasons I like that Dogs in the Vineyard system is that it abstracts the concept of conflict, so that combat isn't really any different from fast-talking).  Puzzle solving is neat, but both in inventing and solving puzzles, it sometimes seems too much of a chore.
 
--[[User:Matts|Matts]] 20:36, 31 October 2006 (MST)I'd say that the most important thing to me is character development, as in, having a good role to play.  Following that would be NPC interactions and PC interactions, as to me those make up the bulk of roleplaying.  Storylines are good, but for me only inasmuch as they advance changes in the characters or genuine conflicts to roleplay.  Combat i'd rank pretty low, but it is a handy method for resolving conflict (one of the reasons I like that Dogs in the Vineyard system is that it abstracts the concept of conflict, so that combat isn't really any different from fast-talking).  Puzzle solving is neat, but both in inventing and solving puzzles, it sometimes seems too much of a chore.
  
I like to be the badass in gaming as much as the next guy, but ultimately, I'm the most fulfilled during witty repartee or a weighty emotional conflict with another PC.
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I like to be the badass in gaming as much as the next guy, but ultimately, I'm the most fulfilled during witty repartee or a weighty emotional conflict with another PC.<br><br>
 +
--[[User:Dieter|DietertheBold]] 00:50, 02 November 2006 (MST) I'd have to say (1)Storylines, (2)NPC Interaction, (3)Character Development, (4)Puzzle Solving and finally Combat. If I don't feel like I'm part of an interesting story, then I wonder why I'm playing. My role could be totatlly support or background so long as it's an interesting part in an interesting story, but I want to feel part of something. Character Development takes third place because I feel it stems from NPC/PC & some PC/PC interaction. I come to gaming to have fun with interesting people, but at base we're still the same people, so interacting with each other can become similar from game to game. It's important to me to run into interesting new people (NPCs) to bring some variety to the game as well as new stimulii to grow from. Puzzle solving's fun so long as it supports (1) - (3). Puzzle solving as a game on its own isn't fun for me. I find combat as fun as the next person, but it can take too long and seem like that's the focus of the game. I'd really love to speed up combat somehow, so we get fast, tense and exciting, but not for hours.
  
 
==NPC Interaction==
 
==NPC Interaction==

Revision as of 02:58, 2 November 2006

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, 1 is most):
NPC Interaction
Puzzle Solving
Storylines
Character Development
Combat

--Jason 16:31, 31 October 2006 (MST)My ranks: Storylines (1), Character Development (2), NPC Interaction (3), Puzzle solving (4), Combat (5)

--Matts 20:36, 31 October 2006 (MST)I'd say that the most important thing to me is character development, as in, having a good role to play. Following that would be NPC interactions and PC interactions, as to me those make up the bulk of roleplaying. Storylines are good, but for me only inasmuch as they advance changes in the characters or genuine conflicts to roleplay. Combat i'd rank pretty low, but it is a handy method for resolving conflict (one of the reasons I like that Dogs in the Vineyard system is that it abstracts the concept of conflict, so that combat isn't really any different from fast-talking). Puzzle solving is neat, but both in inventing and solving puzzles, it sometimes seems too much of a chore.

I like to be the badass in gaming as much as the next guy, but ultimately, I'm the most fulfilled during witty repartee or a weighty emotional conflict with another PC.

--DietertheBold 00:50, 02 November 2006 (MST) I'd have to say (1)Storylines, (2)NPC Interaction, (3)Character Development, (4)Puzzle Solving and finally Combat. If I don't feel like I'm part of an interesting story, then I wonder why I'm playing. My role could be totatlly support or background so long as it's an interesting part in an interesting story, but I want to feel part of something. Character Development takes third place because I feel it stems from NPC/PC & some PC/PC interaction. I come to gaming to have fun with interesting people, but at base we're still the same people, so interacting with each other can become similar from game to game. It's important to me to run into interesting new people (NPCs) to bring some variety to the game as well as new stimulii to grow from. Puzzle solving's fun so long as it supports (1) - (3). Puzzle solving as a game on its own isn't fun for me. I find combat as fun as the next person, but it can take too long and seem like that's the focus of the game. I'd really love to speed up combat somehow, so we get fast, tense and exciting, but not for hours.

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?