| Ravingdork |
Our GM is going to start up his Rise of the Runelords campaign soon. He has asked us, his players, to come up with a list of questions for him. Things like...
"Can we expect magical lightning to conduct through water and metal, and if so, in what manner does this happen?"
...or...
"Can you use blood money if the accompanying spell has a long casting time?"
He hopes to avoid rules disputes and reduce the need for in-game clarifications and the like by heading them off well in advance.
Seems like a fruitless task if you ask me, as I'm always asking questions, and I never ask them until they come to me. Anyways, he's expecting a list of some kind.
What might you ask in this case? Questions about rules? The campaign? What?
If it helps to form more appropriate questions, it looks like our party is going to consist of a halfling axe and board fighter, a halfling rogue (investigator/scout), a human fighter (unarmed fighter) that uses a polearm and plans to multiclass into monk, a druid whose race I do not yet know, and a bunnyfolk (homebrew) bard that plans to go into loremaster.
| Arizhel |
"Can we please follow the PFS rulings on all these nit-picky issues, and agree to play within the realm of PFS as far as character creation, feats available, alignment restrictions, etc. so as many of the oddities as possible will have been answered in advance."
Allowed/allowable races/classes/books/spells/feats/3PP/3.5/etc. would make questions a lot easier.
| Ximen Bao |
Ask for a full list of the house rules he knows he's going to use.
Ask about how he's going to handle rules questions that aren't obvious RAW. Are you going to stop and look them up till you find the answer? Snap judgment? If so, do you retcon to that answer if possible? Move forward with the new rule?
Ask if he's going to make up new house rules on the fly, and if so, is he going to allow respecs on builds his new rules nerf.
Ask about magic item availability and whether this is going to be a low-money/few-items game.
Ask about what abilities/spells are going to be prohibited, either technically or functionally, by the culture, knowledge level, and other aspects of his setting.
Ask about attitudes towards PvP.
Ask about whether he expects you to follow his narrative path or if he intends you to be able to have a rewarding and successful experience taking an option not presented by the obvious plot hooks.
| Little Skylark |
I usually ask a lot of questions to help build my backstory.
Like what kind of village are we in? What kind of climate? Wich races are common in this area? Can you tell me something about the political situation? Can you give me some inside in the law system of the land? (Important when you're either lawful good or planning to break the law.)
Do I know the place we are?
| Cranefist |
"I want to actually run this game, so can I help gm?"
"Is it ok if I don't respect you, your rulings, or the time you put into the game?"
"Is it ok that I don't trust you?"
"Is it ok that I am so invested in the outcome of every dice roll that I am not willing for the outcome to be less favorable, in any way, unless that less favorable condition was prescribed completely in the rules in accordance with page 72 of the PFS SRD FAQ? I will however accept boons from outside the rules."
Genuine
|
Assuming you already know things like allowable sources and builds, then build your character. Examine your character for any possible iffyness. Those are your questions.
Building a magus? Can you spell strike with arcane mark?
Building a druid? Can you have dinosaur animal companions (and wildshape forms)?
And so on.
Generally, I expect a DM to tell me outright what the houserules are, and what ways that society differs from normal high fantasy (what happens if I play a half-orc? Tiefling? Goblin? Minotaur?).
Its also a good idea to lay out some proceedure at the outset for dealing with rules ambiguities as they come up.
| Anguish |
"Can we expect that if we - the players - are uncomfortable with a ruling or rule interpretation we will have a reasonable calm discussion about that ruling and if the players unanimously wish for a ruling other than that which the DM prefers then the rule interpretation will be done to the betterment of the communal fun?"
"Can we expect your way or the highway?"
Really, no point getting specific. The question is how the group plans to cope with disagreement and conflict. My groups we all entertain discussion on rules and rulings. Sometimes the DM ends the discussion having changed their mind, sometimes not. Sometimes the discussion is just "there are things going on you don't know about, what I said happens, happens." But the table is always open to dialogue. Is your DM's?