100 Questions for Your RPG Group; 1-10
100 Questions for Your RPG Group
These questions are designed not to lead anyone to the “one true path to roleplaying,” nor even to find and excise undesirables. Instead, they are tools of conversation. Hopefully they’ll help members of an RPG group discuss some philosophy, some game theory, and some silly shit.
These are best handled in person, while feeling casual, likely with beer and pizza (or the age & culturally appropriate equivalent).
#1. Would you prefer a GM be entirely beholden to the game rules and die rolls, or secretly make changes if it leads to a more interesting, or more dramatic, or more fulfilling game session?
#2. Give one concrete example of when a GM fudging die rolls or rules might lead to a more interesting, or more dramatic, or more fulfilling game session?
#3. Does it make a difference to your preference if the GM is entirely open about making changes? What if the GM can hide any change so you never even suspect it?
#4. Do you consider altering NPC attitudes or personalities from their originally planned starting points, or changing the plot of a future game session based on interesting ideas that come up in play, to be GM fudging, or just normal GM activities, or both?
#5. Should a GM be able to veto the color of a PC’s eyes? Or is that none of the GM’s business?
#6. Is the GM a player in an RPG session?
#7. Should the GM roll dice in secret, roll dice in public view, or roll dice with varying secrecy as appropriate to the nature of the roll?
#8. Is being the GM a chore, or a privilege?
#9. How much of the success of an RPG session is determined by the quality and actions of the GM? Would you prefer an awesome RPG ruleset with an awesome adventure and awesome other players run by a mediocre GM; or a mediocre RPG ruleset with a mediocre adventure and mediocre other players under an awesome GM?
#10. What is your pet peeve about GMs, expressed in a way that makes it generic and impossible to connect to any one specific GM?
More questions soon!
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