I'm starting up a new campaign in the next month, with 3 or so players who have never played table-top rpgs before. In a fit of insomnia I decided to poll them on how they think they'd like the game to proceed. So I drew up a survey, which is reproduced below. To date I haven't heard back from any of them. LOL!
Anyhoo, I thought this might entertain some of you ...
[n.b.: cross-posted on the Necromancer Games forum]
1. Magic
Fantasy RPGs feature always magic, whether in the form of wizards or enchanted items. But we can alter the degree to which magic infuses a setting. So, which sounds most fun to you?
a. Magic-Rich world: there are tons of wizards in the world. Magic items (an enchanted sword, for instance) are common. Large towns have magic shops where characters can buy cool items (somewhere there are sweat-shop mages churning out wands!). Of course enemies will also have access to such goodies ...
b. Magic is uncommon. Wizards are uncommon but respected and/or feared. Magic items can’t normally be purchased, but must be found in ancient treasure hoards or lost temples. [LOTR reflects this mentality]
c. Magic is extremely rare. Sorcery and magical items are extremely rare, and usually treated as evil. Wizard characters will be feared and possibly persecuted. Magic items will be extremely rare, and consequently extremely powerful [e.g. Conan]
2. Exotic Races
Most fantasy rpgs allow players to create characters from a handful of standard fantasy races: human, elf, dwarf, hobbit/halfling, gnome, etc. In our game, humans will be the norm and dominant culture. How common the other, demi-human, races are, however, will say some things about how the world works. Sooo, which sounds most fun or interesting to you?
a. Humans only, please. This is the usual sword & sorcery model (e.g., Conan), in which no fantasy races exist, although there are lots of variants of human cultures.
b. the Mysterious Other. Demi-humans (elves, dwarves, etc) exist, but are extremely uncommon. Demi-humans are somewhat segregated, and largely keep to themselves. Seeing a group of humans, elves and dwarves travelling together would be unusual, and might elicit comment, fear, or curiosity. This model tends to emphasize the uniqueness and otherness of each race. (e.g., LoTR)
c. United Colors of Benetton, baby! Bring on the fantasy races! Elves and dwarves hang out in human cities, and no one much cares. Characters who adopt different races are thus not electing to be ‘other’. (e.g., most computer games, like WoW).
3. Gaming Style, part 1
Over the years gamers have identified several styles of running rpgs. Which one sounds most fun to you?
a. Strongly-plot driven. In the first adventure the group will learn about an overarching plot which might well occupy their characters for years of in-game time. Adventures designed by the referee will necessarily be oriented towards furthering this plot. Sub-plots may exist, but the main goal should always be clear. Taken to an extreme this can sometimes lead to lack of player choice in what to do (i.e., You: “What if I don’t want to rescue the princess?” Me: “Sorry, that’s the only way to get the maguffin needed to find the lost temple!”).
b. more plot-driven than not. There may be a main plot, but it should be flexible and subject to change depending on what the players (and or referee) decide.
c. more free-form than not. Having a main plot isn’t really necessary, at least initially (a plot may well develop out of player actions). I just want to have cool adventures. I understand that the referee will need to impose some constraints on the setting, but most of the time the players will elect what they want to do and the referee should roll with those punches.
d. Sandbox, or free-form. The referee should design a setting and the players (you!) should have complete agency in choosing what to do. Today it might be city adventures in the City of Sighs, tomorrow we’re going to the desert to hunt sand-worms, and next time we’re heading to the jungle to see what we can scare up. Emphasizes exploration.
4. Gaming Style, part 2: Setting
Which of the following most appeals to you?
a. I want to Know My Neighbors. Most of the adventures will take place in the same setting, whether it be a city, county, or valley with lost tombs. Allows referee to flesh out npcs and to establish deep relationships between npcs and players.
b. Home Base. We may start off in an area, and get to know it through initial adventures, but eventually we’ll want some new flavor (jungles, or a visit to the not-Mayans, or whatever). We may come back to the main base, but we wanna see the world.
c. I’m Free as a Bird, baby! Don’t tie me down, I want to travel and experience lots of varied geographical and cultural regions. May result in a thinner level of detail in any given area.
5. Types of Adventures
Adventures can come in many shapes and forms. Rank the following by putting a number from 1 to 7 (1 is highest) in front of each of the following types of adventure according to which sounds the most intriguing and/or fun
Combat. I don’t care where it takes place, but let’s kill some monsters!
Exploration, underground - let’s explore some long-lost tombs and temples! [e.g., Moria]
Exploration, above-ground - let’s see what’s hiding in the woods and/or wilderness
mysteries - fantasy CSI sounds pretty fun. Let’s solve problems/crimes in a civilized setting
puzzles - I wanna use my mind to solve cool puzzles (e.g., “Open, Friend,” or Harry Potter 1)
politics - let’s get involved with the powers that be in the world. We can make alliances and enemies, and hope to have our characters rise to positions of power
underworld - let’s do some crimes! We can be Robin Hood, or Conan, or just plain thieves.
6. Locations of Adventure
Rank the following types of potential adventure locales from 1 to 5 (1 is highest).
mega-dungeon: There’s a huge underground complex of caves and lost temples on the hill? Let’s explore that sucka! Should be a lot of loot to be uncovered ... and probably goblins and worse to be encountered. [aka Moria]
small dungeons: found a treasure map to the lost tomb of Akbar the Bold? Let’s go! But I wanna be back at the Prancing Pony by sundown. [read: “Dungeons are okay, but I can only take so much crawling around in dungeons. Don’t center the game around them”].
Cities: humans, not monsters, are the best opponents. Let’s get involved in intrigue, politics, capers and mysteries.
Wilderness: I hear there are trolls in those hills!
All of the Above: variety is the spice of life. I like spice!
7. Technology and Culture Level
By convention most fantasy RPGs take place in some sort of variant of the European Middle Ages. Of course there’s a big difference in what that may mean. Which sounds most interesting to you?
a. Dark Ages. Coins are uncommon, and are hoarded or used more as art or symbols of wealth than for exchange. Shops are rare, and found almost only in the handful of medium sized cities. Technology is ‘primitive’ (i.e., no telescopes), and there will be no libraries, wizard’s colleges, etc. [e.g., “Thirteenth Warrior]
b. High Middle Ages. Coins are more common, but might not be usable in villages, where barter will still be the norm. Cities have a more diverse range of shops and crafts. Technology is advancing, although there are still no telescopes. Some cultural centers (libraries or schools) may exist, but will typically not be ‘public’. [e.g. A Knight’s Tale]
c. Renaissance. Cities are diverse and booming. Money is plentiful, and can be used everywhere. Cities will have well-diversified mercantile and shopping interests. Some cities may sponsor public libraries and/or museums and such. Guilds will be common. Telescopes and sextants are available, maybe even some primitive firearms!
8. Signs of Success
What kinds of outcomes do you imagine would make you happiest? Rank these from 1 to 8 (1 is most important to you).
Treasure. Loot, loot, loot!
Magical stuff. I don’t care about coins, give me Orcrist!
Killing monsters. Bring on the combat!
Uncovering secrets/knowledge about the world or past cultures. “Ahhh, so that’s what those crazy priests of Thoth were up to!”
Gaining renown inside the game world.
Becoming powerful within the game (dominating a city, building a castle, etc)
Foiling powerful enemies.
Saving the world.
What do my players want?
What do my players want?
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtop ... 22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
Re: What do my players want?
1. b
2. b/c
3. c
4. c
5. All of the above. I like a bit of each in my adventures
6. All of the Above
7. a/b
8. In order of importance.
**1.Gaining renown inside the game world.
**2.Becoming powerful within the game (dominating a city, building a castle, etc)
**3.Magical stuff.
**4.Killing monsters.
**5.Uncovering secrets/knowledge about the world or past cultures.
**6.Saving the world.
**7.Foiling powerful enemies.
**8.Treasure. Loot, loot, loot!
2. b/c
3. c
4. c
5. All of the above. I like a bit of each in my adventures
6. All of the Above
7. a/b
8. In order of importance.
**1.Gaining renown inside the game world.
**2.Becoming powerful within the game (dominating a city, building a castle, etc)
**3.Magical stuff.
**4.Killing monsters.
**5.Uncovering secrets/knowledge about the world or past cultures.
**6.Saving the world.
**7.Foiling powerful enemies.
**8.Treasure. Loot, loot, loot!
Re: What do my players want?
hey, Concobar - my answers to my own survey would be pretty similar.
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtop ... 22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
Re: What do my players want?
Uh, I'd say that if these folks have never before played a table-top RPG,
then the answer = THEY HAVE NO IDEA.
Nice questionairre, but way too much information, methinks.
I'd suspect you've not gotten any answers from them because you overloaded them before the starting-gate.
Get 'em together all in the same room and just ask 'em questions that aren't so overwhelming, like: "What's your favourite fantasy movie(s)?" "Fave fantasy book(s)?" "Fave character(s)"
...by listening to their answers you'll (I think) get a better idea of the kind of world they're stoked about; what kind of world and situations will hold their interest. Then as soon as possible start them adventuring! Build your world bit by bit as you see HOW they react to each adventure.
That's my $0.02
then the answer = THEY HAVE NO IDEA.
Nice questionairre, but way too much information, methinks.
I'd suspect you've not gotten any answers from them because you overloaded them before the starting-gate.
Get 'em together all in the same room and just ask 'em questions that aren't so overwhelming, like: "What's your favourite fantasy movie(s)?" "Fave fantasy book(s)?" "Fave character(s)"
...by listening to their answers you'll (I think) get a better idea of the kind of world they're stoked about; what kind of world and situations will hold their interest. Then as soon as possible start them adventuring! Build your world bit by bit as you see HOW they react to each adventure.
That's my $0.02
Re: What do my players want?
hey Rikitiki, I think that's a good point and one I only thought about after the fact. It's also the case that as much is this is putatively about their interests, it was also a way for me to think about different setting possibilities for myself.
I don't really mind if no one answers ...
Edit: Actually one has now answered, and at length!
I don't really mind if no one answers ...
Edit: Actually one has now answered, and at length!
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtop ... 22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
Re: What do my players want?
I edited in/out the stuff I thought would make it easier.Geleg wrote: 1. Magic
c. Magic is extremely rare. Sorcery and magical items are extremely rare, and usually treated as evil. Wizard characters will be feared and possibly persecuted. Magic items will be extremely rare, and consequently extremely powerful [e.g. Conan]
2. Exotic Races
b. the Mysterious Other. Demi-humans (elves, dwarves, etc) exist, but are extremely uncommon. Demi-humans are somewhat segregated, and largely keep to themselves. Seeing a group of humans, elves and dwarves travelling together would be unusual, and might elicit comment, fear, or curiosity. This model tends to emphasize the uniqueness and otherness of each race. (e.g., LoTR)
3. Gaming Style, part 1
c. more free-form than not. Having a main plot isn’t really necessary, at least initially (a plot may well develop out of player actions). I just want to have cool adventures. I understand that the referee will need to impose some constraints on the setting, but most of the time the players will elect what they want to do and the referee should roll with those punches.
d. Sandbox, or free-form. The referee should design a setting and the players (you!) should have complete agency in choosing what to do. Today it might be city adventures in the City of Sighs, tomorrow we’re going to the desert to hunt sand-worms, and next time we’re heading to the jungle to see what we can scare up. Emphasizes exploration.
4. Gaming Style, part 2: Setting
b. Home Base. We may start off in an area, and get to know it through initial adventures, but eventually we’ll want some new flavor (jungles, or a visit to the not-Mayans, or whatever). We may come back to the main base, but we wanna see the world.
5. Types of Adventures
Combat. I don’t care where it takes place, but let’s kill some monsters!
Exploration, underground - let’s explore some long-lost tombs and temples! [e.g., Moria]
underworld - let’s do some crimes! We can be Robin Hood, or Conan, or just plain thieves.
6. Locations of Adventure
small dungeons: found a treasure map to the lost tomb of Akbar the Bold? Let’s go! But I wanna be back at the Prancing Pony by sundown. [read: “Dungeons are okay, but I can only take so much crawling around in dungeons. Don’t center the game around them”].
Cities: humans, not monsters, are the best opponents. Let’s get involved in intrigue, politics, capers and mysteries.
7. Technology and Culture Level
a. Dark Ages. Coins are uncommon, and are hoarded or used more as art or symbols of wealth than for exchange. Shops are rare, and found almost only in the handful of medium sized cities. Technology is ‘primitive’ (i.e., no telescopes), and there will be no libraries, wizard’s colleges, etc. [e.g., “Thirteenth Warrior]
8. Signs of Success
7: Treasure. Loot, loot, loot!
6: Magical stuff. I don’t care about coins, give me Orcrist!
5: Killing monsters. Bring on the combat!
1: Uncovering secrets/knowledge about the world or past cultures. “Ahhh, so that’s what those crazy priests of Thoth were up to!”
3: Gaining renown inside the game world.
2: Becoming powerful within the game (dominating a city, building a castle, etc)
4: Foiling powerful enemies.
8: Saving the world.
Re: What do my players want?
Sounds like the best thing to do would be to detail the "home base" and then expand the world through the adventures. Perhaps they're a scouting party, spies, treasure hunters or smugglers, part of an organization that will send them off to these new places.
Re: What do my players want?
Sounds like the best thing to do would be to detail the "home base" and then expand the world through the adventures. Perhaps they're a scouting party, spies, treasure hunters or smugglers, part of an organization that will send them off to these new places.