100 RPG Questions 31-40; Story Beats

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).

31-40: Story Beats

Some people want just enough story in an RPG to help them to decide which door to kick down and which humanoids they get to kill without remorse. Other people are specifically into RPGS for the story, and everything else is an at-best secondary concern.

These questions aren’t about that range of opinions.

Instead these are designed to help suss out, within the amount of story a group wants, what story elements are the most satisfying, and which ones are played out or undesirable.

31. Name a movie you don’t like that you think would be fun to play through as a roleplaying game sessions. Name a movie you love you think wouldn’t be fun as an rpg session.

32. If you had to choose, on a specific night, between a satisfying conclusion to a storyline, or a major advancement of the rule-supported effectiveness of your character, which would you be more likely to select? What factors could alter that situation?

33. What’s something that happens in genre fiction a lot that never (or almost never) happens in a roleplaying game, and you’d like to experience in an rpg.

34. What’s something that happens a lot in roleplaying games, that you would rather not experience again (for whatever reason, and don’t feel you must explain).

35. What is a specific event that occurred in an RPG session that at first you didn’t think you’d enjoy, but you did. Discuss why it exceeded your expectations.

36. Discuss a game session you were looking forward to that you did not enjoy. Discuss why you didn’t enjoy it, and what you think could have been handled differently to make it more fun.

37. How much backstory do you normally give your characters (PCs or major NPCs)? Why? How would you feel about being asked to produce a different amount (both more, and less)?

38. Is there a kind of story element you’d love to see in a game you are currently playing you feel that game’s rules don’t handle well? Do you have an idea for rules to handle it?

39. Is there a kind of story element you feel is caused by the rules of a game you are currently playing that you’d rather have less of, or avoid entirely? Do you have ideas how to avoid that rules element in that game system?

40. Discuss what kinds of themes a roleplaying game can have. What are some of your favorite themes? Which themes do you dislike, or are bored with?

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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a developer for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, the project manager for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on October 3, 2016, in Adventure Design, Musings and tagged , . Bookmark the permalink. Leave a comment.

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