PF Gaming Survey - The Perfect Game


Gamer Life General Discussion


This probably could have gone in Gamer Talk as readily as here, but I made my choice. If it needs moving, no problem.

I like to spend a lot of my free time building campaigns and adventures. While for nearly a decade now I’ve played with the same core group, gaining a player here or there and every once in a while losing one for various reasons (people and their getting married and their having children- Pffftttt...LAME!), I’ve been recently expanding into PbP and even meeting other groups in my area. For the last several years I’ve gotten very used to the style of game my regular players prefer most, but since I’m now constantly gaming with new people I’d like to be able to build adventures that a greater majority of people I’ll play with will enjoy, so I’m trying to find what the greater majority of gamers prefer with a brief survey and promoting discussion. This is partly curiosity since I know people will probably vastly differ in their responses, but I’m just wondering if I can find a trend or average for game building that will be the most pleasing to the largest amount of players. Thank you for your time and questions/comments are more than welcome.

Obviously a lot of factors will alter how great a game is, including the people you play with, so I’m looking at purely an adventure as written scenario.

The survey, spoiled for length:
A- On a scale from 1 to 10, how technologically advanced do you prefer the games you play in to be:
1 being prehistoric, stone and bone cavemen
2 being Bronze age
...
4 being Dark age
...
6 being High Middle age
7 being Renaissance period
...
10 being late Victorian or even near modern era

B- How much action or violence do you prefer, again on a scale from 1 to 10:
1 being completely a kick in the door, NPCs are meant to be be sold to and/or killed
...
10 being political intrigue where weapons rarely, if ever, get drawn

C- What is your favorite setting type:
Completely aquatic (with PC’s being aquatic or amphibius races)
Sailing
Island
Forest
Jungle
Mountains
Caverns
Other planar
Urban
Something not mentioned

D- What level do you prefer to start at?:
1-20

E- Which level would you prefer for the campaign to end at?:
1-20
Post 20?

F- How quickly, in game, would you like to see your characters rise through levels?:
1-6 days per level
7-29 days per level
1-6 months per level
7-11 months per level
1 year or longer per level

G- How linear do you prefer the storyline?:
1 being completely linear to the point of riding the rails
10 being a open sandbox with no real sense of purpose

H- How clear cut do you prefer morality and alignment to be?:
1 being good and evil are well defined, villians are villianous
10 being high subjectivity, grey alignments

I-How fantastic do you like your fantasy on a scale from 1 to 10?:
1 being low magic
...
10 being high fantasy
11, or “this game just went from fantasy to final fantasy!”

J- What genre do you prefer to play in?:
Horror
Exploration
Oriental
Mystery
War
Survival
Adventure
Political
Something not mentioned

K- How serious would you like the game taken?:
1 being completely serious and gitty
10 being incredibly lighthearted with anachronistic jokes or humor which often breaches the 4th wall

L- What game rating would you prefer?:
1 being very friendly to young demographics

5 something PG 13, not incredibly graphic or over the top with violence, language, sexual themes, drug use, and so on, but may contain some or many of the themes above in small amounts.
...
10 being gory, graphic depictions taken to the extreme

M- How difficult would you prefer the game to be?:
1 Very easy. Often few enounters of low difficultly. Highly flavorful though likely suboptimal character building choices will succeed and likely thrive.
...
10 You will be badass, or you WILL die. Optimization is a must. Encounters are taken to the extreme in difficulty but surmountable with with cooperation, tactical insight, and creative thinking.

N- How detailed do you like the game to be?:
1 being only bare bones for descriptions with finer detail all left to the imagination
...
10 being completely fleshed out with motivations, appearances, and traits for even the most esoteric locations or NPCs

O- How character oriented do you feel the story should be?
1 being that the character’s background must be tailored to fit the adventure to make any sense with ties to major persons or places and involving many story elements that reward specific background choices. This will often require a detailed player’s guide to the adventure/campaign

10 being that any generic character can be built and thrown in with disregard to background. No forethought, involvement, or prior knowledge of the adventure (read: a player’s guide) will hinder interaction or fun with the game

Silver Crusade

Ambitious project! Answers in the box:

Spoiler:

A: 5 (in the middle, no guns, monks still write books)
B: 4 (majority of game devoted to combat, prefer slight edge)
C: Starting urban to make the other settings more wondrous
D: Lvl 1, always
E: 20
F: 1-6 months / lvl, just seems a tad more realistic
G: 4, a little direction or hook is nice
H: 3, it's fantasy, good vs. evil, not looking for ethics lessons in a game though every once in awhile a grey area should be introduced to shake things up
I: 4, don't care for a wizard in every house hold or magical griffon transportation services, the incredible part of the story should be the players
J: Adventure, but really dabbling into all areas is great
K: 7, planning on having fun and joking at the table = people having fun.
L: 7, I'm an adult, so within reason. Don't need graphic detail of what one player does with the farmer's daughter or how every orc cries when his entrails comes out.
M: 8, prefer a challenge and think optimization, within reason, is ok because everyone wants to contribute
N: 6, detail the important stuff, toss in a random detail once in awhile like a cat crossing the street after a rat, but here to play, not have the late and gifted Robert Jordan describe the setting.
O: 3, backgrounds make a character and should at the least kickstart your campaign.


a.) 5 for pcs. The world and Npcs can vary drastically.
b.) 4, equal parts exploration and combat.
c.) Forests, caves, ruins
d.) 1
e.) when the DM runs out of ideas.
f.) In game? how odd. I have no preference.
g.) 3 I'm all about story telling.
h.) 4 I'm not playing DnD to get into philosophical arguments with my friends. Orcs are ment for killing.
I.) 8
j.) Exploration, Horror, Action.. Indiana Jones, Tomb Raider.. etc.
K.) 3
L.) 4-5
M.) 7 This is so subjective though. If the original Tomb of Horrors is a 10 then yeah I prefer 6-7.
N.) 7. Details never found out or brought into play aren't necessary and just take up DM mental space.
O.) 3, a character that fits the story will be more enjoyable to the group in the long run.

Silver Crusade

Spoiler:
A- 6, with a "anything a player REALLY wants to play can be included in the game as long as neither the player nor the DM becomes a jerk about some special feature or limitation" clause. This means you can play a steampunk gunslinger dwarf monk and assault strongholds with your primitive barbarian pal using a gib T-Rex bone as a weapon, but if there aren't wizards available in the campaign and you want to play one, don't be a jerk, or propose a background and assume any problem you could encounter. Or if your player has a wizard, don't get him killed just because he's one in the first session.
B- 6, this a combat-heavy game but having to fight a judge in a courtroom or convince the bastard son of a now-assassinated king to take the place of the imposter is also a lot of fun.

C- The one with adventure !

D- Level 1, fast XP/leveling progression until level 5, then medium progression.

E- 15 to 20, depending on the DM's inclinaison to high-level game.

F- Depends on the events.

G- 7, I love being free to pick on what to do next and being able to influence the world with acts and suggestions ; but a good story must have a beginning and an end with a (looking) clear goal. If I want to seduce the elven princess, I take the risk to provoke war between countries or being banned from elven lands. I risk my character, but I don't care, since it's my decision that shows there is actually a free will. Also, important point : for me, the story should be closely tied to the characters's backgrounds and actions. Visiting the barbarian's native village is always goodfun. Seeing said barbarian RP his way through a civilized wife and despiting noble family is goldgoodfun. Especially if said family is from another character of the group. :D This way, players don't feel like the world is an immovable set of NPCs giving quests, but also something that individually touches them in their own personal stories.

H- 8, pure evil exists and is a real, observed power, like photons/molecules. This doesn't mean your LG character isn't seen as evil for some cultures. This doesn't mean the bad guy is LE. This doesn't mean all Liches are Evil. But someone acting without consideration to others, without being the RAW caricatural psychopath, is still evil.

I- 4, gritty fantasy. Dragons are extremely rare, magic items cost a lot more to be crafted but magic isn't so common there are magic wall-marts.

J- All of them, depending on the story's arc/island/place.

K- 5, I'm all for a serious game, but I love doing puns and s*@#ty jokes about names and situations - and don't mind the DM doing so from times to times. It's kind of a balancing factor between a serious game with hard, gritty topics that actually emotionally imply us ; and the way we don't take it too seriously as players.

L- 8, without needing a detailed description of gore, sex and violence, the way it is implied is enough to make it feel like a harsh universe. "You find scattered parts of a little body, which under a closer examination you can recognize as not being from an adult humanoid" is more than enough to push the steam around the presumed pedophile's lair, without having to know what exactly the children suffered with details of torture and abuse. No thanks, keep it for weirdos.

M- 7, hard but balanced. A typical fight shouldn't be easy, but there is no need to roll over us each time there is an enemy, especially if a member of the party isn't combat-optimized. Boss fights, on the other hand... a good 8 to 9. But no s&&*ty death if possible, especially if the character acted well and didn't made any mistake.

N- 4. Sincerely, I don't need to know what the NPC's grandpa did when he was 13 under the bridge. Global description of where we are and what the buildings/people look like, little detail to make you "feel" the place (odor, noise, light...), quick description of what we are talking to, is there any inn/weaponsmith... is all I need to know. The less you say now, the more you can add later if you need to or if we want more informations. Imagination works well to fill the gaps and allows for more innovative ideas.

O- 5. Pure middle ground. Anyone should be able to play what he REALLY wants, but this doesn't mean they have to go against the DM who doesn't want any wizard in the game for setting reasons. The player gives a character idea, the DM explains where he can come from/why he can't do this, the player tries to argue about these by giving a good character concept/background origin, the DM thinks about it. A wizard in a game where magic is shunned and witches burned has a lot of drama potential, except if the player only wants to munchkin. Basically, each part do it's best so everyone has fun.


A-7 - the renaissance is a very interesting period in history, I like the idea of a game set at the spark of an intellectual surge
B-4 - I like a healthy mix of the 2 for sure, but I do like my games to be action packed.
C - Urban - It offers the most options of interactions with npcs and it offers likely stability in the setting (rather then the epic journy or exploration) where themes and trends can be established creating a sense of familiarity with the setting.
D 2 - I dont like starting straight at level 1, but I do like starting low so the game represents all or most of the character's adventuring history.
E- 14 - Characters have completely come into their own, and things havent quite gotten that difficult to manage yet. I do like higher level play but if we are talking about ideals, its 14.

F - around 1 month per level

G - 7 I like things to be pretty open and player action driven, but things still need to be sort of herded in a given direction by the overall plot.

H 10 - give me shades of grey anyday. I hate the existing alignment system.

I - 10 Lets rides some dragons.

J - Adventure

K - 4, I dont want it to be taken lightly, but if people cant laugh now and again, I am not interested in the game.

L - 8 I am not a child anymore, I play with adults, I dont see a need to keep a game particularly kid friendly.

M - 7 - I dont want a cakewalk but I also dont want a dm out to kill the party if they make a mistake. That gets old fast in my book.

N - 5 a happy middle ground is a good idea here.

O - 3 - I like it when the players are tied into the story. It gets me invested in what is going on and makes me care about the consequences, the npc's and the various events. When I am engaged like that I am having way more fun.


A - Dark Age and higher. I often run scifi sessions, so Victorian tends to sit in the middle. I won't run or play in primative settings.

B - Between six and seven. I prefer social/political campaigns, but I always consider violence as a "f!~*-it, PLAN-B!" approach.

C - Urban. Honorable mentions include: forest, mountains, swamp, creepy-large-town-shrouded-in-fog, caverns, plains

D - Level one.

E - Level twenty or post-twenty

F - At the fastest, twenty in-game days.

G - Eleven, g!*@~+n it! Ten for the record.

H - Ten.

I - Six or seven (leaning towards six)

J - Mystery. Honorable mentions include: horror, scifi, oriental (how is this a setting?), war, adventure

K - Typically between one and four. This varies greatly depending on my mood.

L - Ten for the win.

M - Seven. I like a challenge, not a suicide run.

N - Ten. Will settle for seven.

O - Five. This really doesn't concern me, because my involvement becomes my story.


Interesting little survey...

Spoiler:
A-I prefer a variety of technology levels between campaigns

B-5, with dips toward either end of the scale as campaigns progress.

C-Something not mentioned: a mixture with scenery changes to match advancement of the plot-line.

D-1 if the character is for a campaign, as high as 5 if the character is for a single adventure.

E-Varies with the campaign goal, but always at least (starting level + 10). I prefer campaigns that go above 10 to be doing so out of plot-line needs, not an arbitrary "Must keep campaign going until level X" decision.

F-Varies with the tone of the campaign, and I think of leveling more as a player reward than an in-character event.

G-5. I like to play in the sand, but I want to be able to see the train station from the sandbox.

H-5. I want there to be clear-cut good and evil, and I want there to be characters in search of grey areas.

I-I prefer a variety between campaigns, from Dark Sun lows to Eberron Highs.

J-Something not mentioned: all of the above, plus romance and comedy... also B-movie horror and action. Varied with campaign, of course.

K-6-7. I want the players present to take the activity seriously (as in focus on playing the game, not sitting at the table doing something else), but I don't want things so serious that out-of-character humor or taunting a bad guy for having a funny name wouldn't be accepted.

L-8 or less, depending on group participants. I personally would be fine in a 10 game, but most of the players I know would become uncomfortable.

M-5, but with the challenges being varied such that "optimization" means being ready to handle as many different situations as possible.

N-5. Give the players a solid idea to work from, and let them fill in any blanks.

O-5. The character should be built to fit the campaign, but the campaign need not bend over backwards so that the character's personal goals get accomplished (it should be about party goals).


This should be good fun :

Survey:
A - Anywhere between 4-6, I love the Middle Ages feel but the exact level of advancement can vary from region to region, campaign to campaign.

B - 4-5, I like there to be a good balance of the two throughout the campaign but the exact mix can vary greatly from one session to the next. Generally I like to have at least one combat per session though...

C - I don't really have a preference here, it just depends on the story. Any setting can be lots of fun!

D - If the campaign stands a good chance of having a full run then I prefer to start at 1st level.

E - 20, Epic levels don't interest me much...

F - I've never thought of it like that. It depends completely on the pacing of the story and I see no need for it to be at all consistent in terms of in game time.

G - Depends on the campaign, I'm probably most content around a 6 or 7 but more linear campaign can be great fun too.

H - 7, The real world exists in shades of grey and so should a fantasy one. However, taking the concept too far just leads to a bunch of pointless debates that can bog down the game.

I - 7, A PC is impressive, perhaps even exceptional but hardly unique.

J - To my mind, Adventure contains a mix of all the others and that's the way I prefer it.

K - 8, I rarely laugh as much as I do at most gaming sesions. That being said, the tone can usually be shifted in a more serious direction depending on the material currently being dealt with.

L - 7, generally, but this is a great tool for altering mood and creating a certain feel so fluctuations are good.

M - 7, I love a challenge but I put a lot of work into my characters and want them to be able to live long enough for me to enjoy them.

N - 8, actual descriptions can be left at a 6 but when I DM I find that the more I flesh these things out at least in my head the better and more intricate the story becomes and the better I am able to answer players questions as they arise and weave the answers into the story as a whole.

O - 5, Characters should find a way to tie into the setting but they can tie into the story itself as it unfolds.


A (Technology Level) 6

Though I like there to be low tech areas and the odd bit of higher tech is ok if its well fluffed.

B (Action/Violence) 4

This one is not an ideal question, I like conflict in my games, but conflict does not have to be violence. Fighting in courtroom or dungeon are just as viable but vast amounts of non-conflict social interaction is best left to downtime.

C (Setting) Urban + all others 30/70

I would never play a game that was only a dungeon crawl or set just in the wilderness, whether you adventure to protect civilization or just to get phat lewt to spend in town, you still need the town part for it to work.

D (Starting level) 1, 2 or 3

Leveling up is nice, and it is more signifigant at lower levels, so i would not like to start higher than 3 without a very very good reason. I do feel that some stories call for a group of heroes and that sometimes makes more sense if they are a little bit tougher to begin with.

E (End Level) 10-16

Depends on the game, d20 is most fun 1-12 imo, but if a game is fun why stop playing.

F (Leveling Speed) 2-3 weeks at the fastest

I just do leveling at natural breaks in the action, so if the levels are coming thick and fast then i push through downtime to make it seem more believable.

G (Linear vs Sandbox) Reality 2-3 Illusion 7-8

Lets face it, all RPG's give the illusion of being a sandbox, I GM in the camp of you can go left or right at the junction but either way takes you to the same place (over simplified) and I like to play in games like that too. I dont want my GM sitting in silence trying to think up a new adventure because we did not look down when walking past a clue, but i don't want a NPC party leader taking us by the hand and making all our decisions for us.

TLDR I want to play the story that has been prepared, but to feel like my choices matter.

H (Morality) 2-3

If you want to play a game with shades of grey everywhere then d20 is the wrong system. I only put it as high as 2-3 because i like the odd surprise, and the door to be open to some nice roleplaying, but honestly a paladin can't function in a game anywhere from 4-10 and to be honest in a combat heavy game i don't want to be thinking about children left fatherless and whatnot.

**As a side note, this question and question B are linked imo, you need them both low or both high for a good game, and in d20 you need them both low**

I (High/low Fantasy) 10

Again this is less about personal preferance and more about the system, Pathfinder is a 10, so thats what you are stuck with if you are playing Pathfinder.

J (Genre) Adventure

Encompassing whatever other genres fit into the story.

K (Seriousness) 3 overall and up to 9 in play

I don't want summoners having eidolons that look like 20foot high fluffy bunnies with horible pointy teeth and smothering fluffy tail attacks, i dont want players who use a giant dildo as a weapon, i dont want character names like "Bash Yerheadin" so overall more of the gritty side, but at the table, in play, if something is fun and makes people happy then why are we all here? ofc I am ok with it. Just be carefull not to make silly things perminant fixtures or the game looses all gravity.

L (Adult Content) 7

Fine the guys head goes flying off, but you are not cleaning brain particles out of your beard.
Fine you shag the innkeeper's daughter, but i don't want you to describe a porno for 5mins.

M (difficulty) Reality 3 Illusion 8

See my answer to G, if my party get defeated, i want them captured and planning a daring escape, not rolling new characters. stuped players, or disregard for obvios danger will get people killed dead if they push it though.

N (level of detail) 4

I like it when players and GMs flesh out details as a team effort. I am happy with an inn being poorly lit and foul smelling without needing to know that there are 4 tables with 3 chairs at them, 5 tables with 2 chars at them and how many people are sitting at each and what race they are and what they have on, and what weapons they have, if i need to know i will ask.

O (character backgrounds etc) 3

I allways tie all the characters together with a background story and try to think about characters motivation, but when the story is going, they are writing a new chapter of thier personal saga and i don't need to have the characters mums turning up to make it into a personal tale.

Scarab Sages

A. 8 - I love the impact of the printing press and the introduction of early guns, but the game stops being D&D when the standard infantryman uses a musket.

B. 7 - Combats, by and large, should be short and brutal and generally avoided. That said, every once in a while an old-school dungeon crawl can be a great change of pace, provided that it doesn't stretch out for too long.

C. Urban - Although I'm fairly flexible on this issue.

D. 1

E. 12

F. 1 year+ - I've never found that "training time" works in reality, if the adventures are paced sufficiently, PCs should be able to have years of downtime.

G. 5 - PC choices always matter, but the GM should also have a story prepared.

H. 10 - Goblin children? Schisms in good churches? Bring 'em on!

I. 3 - Generally, low fantasy is the preferred setting, but I'm willing to go higher, as long as we don't reach 11.

J. 1. Horror 2. Mystery / Crime Drama 3. Political 4. Survival 5. Romance 6. War 7. Exploration / Trade 8. Adventure 9. Oriental

K. 2 - Even the most gritty games need a laugh now and then to release tension.

L. 5-10 - I can go up to a "10" in the gross-out horror scale, but sexual scenes should be relegated to a "fade to black".

M. 5 - Characters should be able to survive without players spending all of their time on the Advice boards on Paizo, but death should be a real possibility, with strong tactics and (especially) player skill and innovation factoring into survival.

N. 7 - Long-winded descriptions can get tiresome, and I don't expect the GM to prep every potential NPC encounter beforehand. However, preparation is key for GMs who may not be skilled in improvising.

O. 3 - Players should be rewarded for caring about the campaign world, but the GM should also be flexible enough to incorporate ideas from PCs without being completely shoehorned into a preset mold.


A- 6ish-9ish

B- 8. If combat in D&D/Pathfinder didn't consist of "wait 5-10 minutes for 30 seconds of work, repeat for 30-50 minutes" I might like it more, but as it is, it's boring as heck. It does advance the story somewhat, which is why I don't choose 10.

C- Of those listed, urban is my favorite. But I really enjoy traveling adventures or those with a really strong sense of setting more than any particular setting.

D- 3-4. At that point, everyone has a decent number of abilities to use, so people aren't limited to doing the same thing over and over, but it still allows for a feeling of growth during the adventure.

E- The campaign should end when the story is over. Level advancement really has very little to do with that.

F- It really depends on how often the group meets and what their current level is. At low levels, I think about every 4 sessions is right; at mid levels, it becomes more like every 6-10 sessions, and that's ok too.

G- Hrm. About a 5? There should be a plot in mind, but the plot should be modified by player actions and decisions. It should be a fully symbiotic process. A complete sandbox is completely character-driven with the GM just providing flavor and running NPCs/encounters, whereas a railroad is completely GM driven with no character input.

H- 10. This is the only benefit the alignment system really brings to the game, the ability to raise these questions.

I- 8. Why even have magic if it's not going to be a force in the world? Also, it makes caster characters feel either godly or very marginalized (in my experience).

ps- 11 made me lol

J- Probably a mix of exploration, adventure, and survival.

K- 3? I like highly immersive games, but I have no objection to the occasional joke at the table, and in fact enjoy those moments. And you also threw "gritty" into here and I love me a gritty game.

L- Probably a 7. I'm an adult and I've been through the fantasy fluff stage. I like a little more realism and a little more depth of thought, and the freedom to play a given character as realistically as I can. That said, I don't think there's any need at the table for elaborate descriptions of torture, or porn, or things like that. You can incorporate these themes and their impact on a campaign without the need to fetishize it through detailed depiction.

M- 3. Combat is pretty much dead last on the list of things I enjoy about this game, and while characters who are poorly constructed -should- feel that weakness in combat (because, well, they ARE weak) it shouldn't be a death sentence as long as the party works together.

N- 9. Detail is AWESOME and it really makes the world come alive. I stop short of a 10 because there's such a thing as a GM spending their time efficiently, and shouldn't feel obligated to flesh out details everyone knows will never come up.

O- 3-4. Insisting on too much tailoring ends up being background railroading, but there should be some to promote a sense of loyalty and cohesion among the party members. The best campaign I ever played in specified that our characters could be anything we wanted, so long as they were all from this same small town originally and had been close childhood friends. I think that's a great example of a fairly open-ended restriction that still did the job of pulling the group together from the start.


Adventure Path Charter Subscriber

a6
b5
ccavern (assuming this includes dungeons)
d1
e20
f29 days per level
g5
h2
i2
jadventure
k4
l5
m4
n4
o8

Shadow Lodge

A- On a scale from 1 to 10, how technologically advanced do you prefer the games you play in to be?
Really depends on the game. I'm more interested in a cohesive campaign world. My most successful campaigns were at about 3-4 (Iron/Dark Age communities), 5-6 (Standard Medieval), and about 8-9 (Clockpunk urban). Whatever the choice, the PCs should all be able to work together.

B- How much action or violence do you prefer, again on a scale from 1(violent) to 10(non-violent)?
I'm about a 7-8. I usually find I'm choosing designs that are far more useful outside of combat than in combat, and many times, I'd rather just farm out the combat to hired mooks.

C- What is your favorite setting type?
Exploration. We should be able to be in forests in one adventure, and deserts the next. I would love to go out mapping a strange land, Marco Polo, Ponce de Leon, or Sinbad style--that would be fun!

D- What level do you prefer to start at?
First. Always first. It's important to remember that your power is not just a measure of your might, but of your will and discretion as well.

E- Which level would you prefer for the campaign to end at?
That's hard for me to answer, because I've never played above 5th level for over a decade now. Probably 12th-14th, but it could go as high as 20th as long as we're managing giant enterprises or ruling nations by then, and not just continuing to be homeless odd-jobbers canvassing the local tavern for leads.

F- How quickly, in game, would you like to see your characters rise through levels?:
I'm in a campaign right now that started at 2nd level, and now, over a year later, we're at 3rd. That's too slow. Part of it depends on how often you can play, of course, but I think that for first/second level, probably 2-3 gaming sessions should be sufficient, slowing to about 1 level per 4-5 sessions after that until about 8-10, and then 7+ sessions after that. At level 8-10+, your power shouldn't be measured in the pure combat ability that character levels tend to show, but more temporal power like social influence, investments that need managing, that sort of thing.

G- How linear do you prefer the storyline? 1(railroad)-10(sandbox)
About a 6-7. The world should grow and change through our actions, and it should grow and change without our action. I like an episodic style, with a stable core consisting of the PCs, and a world that can present new challenges and build off them, much like present-day TV shows.

H- How clear cut do you prefer morality and alignment to be?: 1(black/white)-10(gray)
5. Good is good and evil is evil, but we might not always know which is which. Evil can be seductive, but so can good.

I-How fantastic do you like your fantasy on a scale from 1 to 10?: 1(low)-10(high)
2-7. I think it's important that the focus of the world is on the people and the decisions they make. Fantastical elements can provide beautiful backdrops on which we can act, or it can make decision making moot. Getting that balance right can be hard, but it's worth it.

J- What genre do you prefer to play in?
Exploration comes first, but I enjoy all sorts of genres, and they can each be explored in turn with Exploration-style play.

K- How serious would you like the game taken? 1(serious)-10(silly)
3. The world needs humor to exist naturally, but we don't need to drag in the outside world.

L- What game rating would you prefer?: 1(kid-friendly)-10(graphic)
6. I like my worlds intense, but not at all gratuitous.

M- How difficult would you prefer the game to be?: 1(easy)-10(hard)
If we're talking combat, 3-4, since it won't be the sole focus. If we're talking preservation within the world, 7. Make it easy to survive, but a challenge to thrive.

N- How detailed do you like the game to be?: 1(bare bones)-10(fully fleshed out)
4. Over the years of DMing, I've learned that there's little need to describe the vineyards each bottle of wine comes from, until someone asks. NPC motivations flow quite naturally from their actions and perceptions--just keep them in mind, and they'll be fully fleshed out without huge motivational prescriptions.

O- How character oriented do you feel the story should be? 1(background fully tied to setting)-10(generic)
5. If the background needs to be fully tied to the setting, then it's no longer the player's character, ultimately. If the PC has no background in common with the setting, then the PC can't really connect to the world. However, since we're starting at first level, all this can be developed naturally within the scope of the world.

Sovereign Court

A-On a scale from 1 to 10, how technologically advanced do you prefer the games you play in to be:

4, 6, and 7, But I'd love to try 10

B- How much action or violence do you prefer, again on a scale from 1 to 10:

I will say a 5 as I like it mixed

C- What is your favorite setting type:

Sailing
Island
Forest
Jungle
Mountains
Caverns
Urban
Dungeon

D- What level do you prefer to start at?:
First maybe second at best

E- Which level would you prefer for the campaign to end at?:
This really depends on the adventure, but 20 would be norm

F- How quickly, in game, would you like to see your characters rise through levels?:

1-10 days per level I will say not days but adventures. Days could be anything from game day to RL. I prefer not going so fast that I am 20 level in no time

G- How linear do you prefer the storyline?:

I'll say a 3. A little randomness is good

H- How clear cut do you prefer morality and alignment to be?:

I'll go for a 4 on this as I do like some confusion, it makes it more real

I-How fantastic do you like your fantasy on a scale from 1 to 10?:

A little magic is good but not a lot. I'll say a 4

J- What genre do you prefer to play in?:
Horror
Exploration
Mystery
War
Survival
Adventure
Political

K- How serious would you like the game taken?:

I prefer more series I'll go with a 3

L- What game rating would you prefer?:

Depends on who is in my group. But I play with a mature bunch so I will say 7

M- How difficult would you prefer the game to be?:

5 middle of the road. A hallange is good and maybe a death on occasion

N- How detailed do you like the game to be?:

I will say 6 or 7. I love detail it fills the mind and helps with the play to me

O- How character oriented do you feel the story should be?

I will say 4 maybe 5. I do believe in players creating a good background and back story to who they are and why they are there. It is up to me as a DM to place them in the why they are in this adventure, but I do require character backgrounds, the more detailed the better.

RPG Superstar 2015 Top 8

A- On a scale from 1 to 10, how technologically advanced do you prefer the games you play in to be:

7+, but without firearms. (I.e., with some advanced middle class culture and universities, crop rotation, "age of reason" sensibilities, etc.)

B- How much action or violence do you prefer, again on a scale from 1 to 10:

6+

C- What is your favorite setting type:
Urban or Forest

D- What level do you prefer to start at?:
4 (though really any is fine)

E- Which level would you prefer for the campaign to end at?:
No higher than 20, but wherever is reasonable given the start point.

F- How quickly, in game, would you like to see your characters rise through levels?:
1-6 days per level

But this is VERY dependent on the nature of the campaign.

G- How linear do you prefer the storyline?:
6-7

H- How clear cut do you prefer morality and alignment to be?:
8

I-How fantastic do you like your fantasy on a scale from 1 to 10?:
6

J- What genre do you prefer to play in?:
High Adventure or Intrigue.

K- How serious would you like the game taken?:
5

L- What game rating would you prefer?:
5

M- How difficult would you prefer the game to be?:
5

Specifically, I don't want to be fighting for survival every moment. I like a really few tough challenges in between easier fights.

N- How detailed do you like the game to be?:
6 (I'd go higher, but that'd probably imply I want a GM who never shuts up. ;) )

O- How character oriented do you feel the story should be?
4

Bear in mind I rated on my ultimate preference, but in a lot of these I would be willing to try a wide range of games and styles.

Sczarni

Answers:

A- On a scale from 1 to 10, how technologically advanced do you prefer the games you play in to be:

1-10. I think different, countries, counties, cities should have different levels of technology. It should depend on where the PCs are from AND where they're going to determine what becomes available.

B- How much action or violence do you prefer, again on a scale from 1 to 10:

6

C- What is your favorite setting type:

I like mostly Urban with forrays into the aforementioned terrain types.

D- What level do you prefer to start at?:

Somewhere between 1 and 5

E- Which level would you prefer for the campaign to end at?:

20 or post 20

F- How quickly, in game, would you like to see your characters rise through levels?:

As long as the game is fun, I don't care.

G- How linear do you prefer the storyline?:

5

H- How clear cut do you prefer morality and alignment to be?:

7-8

I-How fantastic do you like your fantasy on a scale from 1 to 10?:

4-6

J- What genre do you prefer to play in?:

All of the above

K- How serious would you like the game taken?:

2-3

L- What game rating would you prefer?:

6-7

M- How difficult would you prefer the game to be?:

5-6

N- How detailed do you like the game to be?:

6-8

O- How character oriented do you feel the story should be?

1-3

Liberty's Edge

Answers!:

A: 6-7
B: 6
C: What is your favorite setting type:
Arctic
Sailing
Island (Turtle)
Forest
Mountains
Caverns

D: 1-3
E: 12+
F: 7-29 days per level

G: 6
H: 7
I: “this game just went from fantasy to final fantasy!”

J: What genre do you prefer to play in?:
Horror
Mystery
War
Adventure
Political
Something not mentioned: Steam

K: 5
L: 7
M: 6+
N: 4
O: 4

Community / Forums / Gamer Life / General Discussion / PF Gaming Survey - The Perfect Game All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion