I forget where I saw these questions but I think they are interesting.1. What’s most important in a game for you personally to enjoy it? 2.When you’re most immersed, what are you paying attention to?3.If a game fails for you, what's usually the reason?4.What do you think you value in RPGs that others might not? 5.Are you more interested in growth, expression, or achievement through your character?6.If you had to choose, would you prioritize freedom, challenge, or narrative coherence (an A+ story)7.Is failure an important part of fun, or something to minimize? Are there any other questions like these that you find gain you insight into differences in TTRPG preferences?
>>98056969TL;DR as a pessimist the absence of negative qualities = good>1.What’s most important in a game for you personally to enjoy it?agency, the sense that what I do matterswhat the exemplar of this looks like I dunno, I'd suppose it's the absence of the badbad: quantum ogres, encounters pre-designed around my character/systems with boringly tight math (pf2e), predetermined plots with gms that have poor improv skills. Fastest way to get me to stop paying attention to a game is to let me see the tracks >2.When you’re most immersed, what are you paying attention to?mechanics usually, when everything's ad-hoc roleplay I can't get into it"oh man everyone's starving around here, man food is sooooo expensive" the npc tells me, and I OOC go "huh, food costs 1/10000th of what I make in a day and we don't even track that">3.If a game fails for you, what's usually the reason?(((((SCHEDULING)))))otherwise it's just so all around shit that I drop it a session in>4.What do you think you value in RPGs that others might not?RAW mechanics in general seem to be unpopular, but I enjoy them. I assume there's more people outside my group who agree, but the only vocal people I see sharing my opinion are abrasive chudling teenagers.>5.Are you more interested in growth, expression, or achievement through your character?suppose it'd be achievement, he did COOL THING but EARNED it through great effort rather than it falling into his lap thru gm grace>6.If you had to choose, would you prioritize freedom, challenge, or narrative coherence (an A+ story)gun to my head I'm going to choose narrative coherence and treat it like a book club, but I'm not going to enjoy it as a game if all 3 (and more) aren't present>7.Is failure an important part of fun, or something to minimize?failure of the characters is absolutely important, it's fucking boring if there's no chance of failure let alone consequences.
>>98056969>1. What’s most important in a game for you personally to enjoy it?i want my choices to matter. if there's nothing for me to chose, or there's no difference between the choices, then im just going to clock out and play games on my phone>2.When you’re most immersed, what are you paying attention to?combat or drama. but my group never speak in character so its just combat>3.If a game fails for you, what's usually the reason?shit rules in general, being painful to play in the specific. obvious contrivances for the sake of fulfilling an archetype that break versimillitude. metacurrencies. >4.What do you think you value in RPGs that others might not?a rhobust physics system, item crafting and all "characters" including NPCs playing by the same rules>5.Are you more interested in growth, expression, or achievement through your character?i dont know what this means>6.If you had to choose, would you prioritize freedom, challenge, or narrative coherence (an A+ story)i shouldnt have to choose, if im forced to then im losing interest in the game because somewhere between the system, module and GM something has gone horribly wrong. just one is not worth having, i chose to make my own, better game. >7.Is failure an important part of fun, or something to minimize?both? neither? failure is an important part of agency. if i cannot alter the outcome of events (turning failure to success or vice-versa) then i cannot act. it follows that if i cannot fail, then i cannot act. if my choices dont matter im going on my phone
>>98056969>1. Interesting things happening. Maybe a little vague, but it can be the result of the players' actions or even a railroaded story, just the absence of "ugh, we absolutely wasted the last 2 hours shopping" or "the story hasn't advanced in 3 sessions">2."What would my character do?" If I'm immersed, I want to keep it up for everyone by focusing on not accidentally playing myself.>3.Real world stuff triumphing over interest in the campaign. Always happens, but I'd blame it mostly on genuinely busy IRL.>4.Interesting combat encounters, apparently. In campaigns with lots of combat, I would really appreciate every encounter having a little something to spice it up and always try to do it myself.>5.Growth is cool but I'd consider it a part of expression. Achievement and expression can both be equally interesting.>6.Narrative coherence for sure. Freedom is not a strict requirement, challenge is just one way to create interest, though a reliable one.>7.There's no absolute requirement for failure, but nothing is less interesting than a situation you just know the DM only allows to go one way and you know it.