Calling all roleplayers From: johnma@castle.ed.ac.uk (John Mather) Date: Sat, 09 Nov 1991 05:16:55 +0000 I'm a Folklore student doing my thesis on role-playing games. This survey is meant to give me some ideas about how role-players use the structure of the games they play, and what sorts of things -- games, stories, etc. -- they create within those structures. I'm limiting my focus to the sit-around-a- table variety of role-playing; answer questions for the game you're in now, most recent game played, or for your playing generally, whichever suits you. If you liked taking this survey, or are willing to give me more of your comments (put in your 2cents !), I have a longer version I'd be happy to send you. I also encourage you to send me copies of write-ups of your campaigns, if you're one of those folks who do that. (please do put your name on it, if you do, so I can credit you properly.) Thanks ! T. Duran C-596, Bryn Mawr College Bryn Mawr, PA 19010 >E-MAIL T_DURAN@CC.BRYNMAWR.EDU ----------------------------------------------------------------------------- >what kinds of games do you like to play ? run ? >do you prefer games more based on the "game" aspect -- the dice, combat, >stats -- or on the "role" - characters, personalities, interaction ? How >much is playing the game like telling a story ? >are you using a published game system ? >if you are using a published system, are you playing from a module, or >following a scenario the gamemaster created ? following a module but >drastically altered ? >how closely do you ahere to the rules ? why ? >are you a "power gamer"? how important are upping stats and gaining >experience? why? >what is the focus of the play ? combat-oriented ? like a puzzle or >mystery? like a quest ? >can you "win" ? how ? >do you do things to add ambiance to a game ? playing appropriate music, >rearranging lighting or furniture... do you use maps or figures ? >how should the ideal game be run ? >what makes a good player ? >what makes a good gamemaster ? >have you ever written a campaign or module ? if so, what sources did you >draw on ? what influenced you ? fantasy/SF, history, mythology, >folklore... this goes for the world the game is set in, as well as the plot. >how often has a game died before the campaign was resolved ? >what are the usual reasons ? (player disinterest, GM lost interest or >control, system too complex or too simple or boring, story petered out, too >much schoolwork...) >are there observers at the sessions ? regular observers ? people who drop >in to play NPCs occasionally ? what is the attitude of observers and players toward each other ? >do you retell the events of a session to non-players afterward ? do they >listen? do you keep a written chronicle of your adventures ? Up