The Same Page

An illustration of diverse tabletop role-playing game characters gathered around a table with dice, maps, and character sheets, showcasing a mix of fantasy and sci-fi elements in a vibrant environment.

Find Your Gaming Style

Are you curious about your role-playing game preferences or what kind of player you are? This quiz, "The Same Page", is designed to help you understand your gaming style and how you approach collaborative storytelling.

Participate to discover:

  • Your winning mentality
  • Your views on character dynamics
  • Your expectations of the GM's role
  • Your ideal player behavior
10 Questions2 MinutesCreated by ExploringPath27
Do you play to win?
Yes, you totally play to win! The win conditions are…
Good play isn’t a win/lose kind of thing
Player characters are:
Expected to work together; conflicts between them are mostly for show
Expected to work together; but major conflicts might erupt but you’ll patch them up given some time
Expected to work together; major conflicts might erupt and never see reconciliation
Pursuing their own agendas – they might work together, they might work against each other
Expected to work against each other, alliances are temporary at best
The GM’s role is:
The GM preps a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction.
The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.
The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations
There’s no GM. Everyone works together to make the story through freeform.
There’s no GM. The rules and the system coordinate it all.
The players’ roles are…
€�to follow the GM’s lead to fit the story
€�to set goals for their characters, and pursue them proactively
€�to fling their characters into tough situations and make hard, sometimes, unwise choices
Doing the smartest thing for your character’s survival…
€�is what a good player does.
€�sometimes isn’t as important as other choices
€�isn’t even a concern or focus for this game.
The GM’s role to the rules is…
€�follow them, come what may. (including following house rules)
€�ignore them when they conflict with what would be good for the story
€�ignore them when they conflict with what “should” happen, based either on realism, the setting, or the genre
After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…
…something that shouldn’t even happen. This is someone being a jerk.
€�where the character becomes an NPC, right away or fairly soon.
€�something the player and the GM should have set up ahead of time.
€�only going to last until the other player characters find out and do something about it.
€�a meaningful moment, powerful and an example of excellent play.
A fistfight breaks out in a bar! The details of where everything is – tables, chairs, where everyone is standing is something that…
€�is important and will be displayed on a map or grid, perhaps using miniature figures.
€�is something the GM will describe and you should ask questions to get more information.
€�you can decide on the spot using specific game rules (rolling dice, spending points, whatever)
€�isn’t really that important other than it makes for an interesting scene- pretty much anyone can come up with details.
In order to really have fun with this game, the rulebook is something that…
€�everyone playing needs to have read and understood before play, because the rules and setting are both very important.
€�everyone should know the rules very well.
€�everyone should know the setting very well.
€�everyone at least should know the basics of the rules.
€�everyone at least should know the genre the game pulls from
€�Only one person needs to really know the rules and it can be explained in 10 minutes or less to everyone else.
This game runs best when the players take time to create characters that are…
€�built to face challenges using the mechanics and stats.
€�written with extensive backstories or histories
€�given strong motivations and an immediate problem or crisis
€�tied into the other characters as (allies) (enemies) (as either)
€�written with some knowledge, research or reading up on the game setting, real history or an actual culture
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