An action shot of me DMing. |
You create an engaging experience for players to interact with.
COMMENT: You create a theme park like experience for your players, taking great care to have the best set pieces imaginable for an evening. Games like those Powered by the Apocalypse or Dungeon World work very well here, but lots of indie RPGs will accommodate this style easily. If this is you, there's a HUGE variety of beautiful and creative rides out there to entertain your players with.
Sounds pretty accurate, although I've never played Dungeon World or other games "Powered by the Apocalypse" games.
My answers in green below.
1. Control and Flexibility: How do you manage the narrative in your game sessions?
a) I craft a detailed narrative where players explore my authored world.
b) I orchestrate a complex game world, guiding players through a planned adventure.
c) I provide a stage for players to explore themes and express themselves.
d) I set the mood and let players dance to the tune I provide, focusing on experience over simulation.
e) I create a framework where everyone improvises to tell a collective story.
2. Player Involvement: To what extent do players influence your game world?
a) Players are key characters in my story, contributing to its unfolding.
b) Players have choices within the rich tapestry I've woven for them.
c) Players drive the drama with their actions and emotions.
d) Players engage with the game through the atmosphere and scenarios I set.
e) Players are co-creators, shaping the narrative alongside me in real-time.
3. Preparation vs. Improvisation: What's your approach to session preparation?
a) I plan a detailed narrative, offering players a unique story to experience.
b) I prepare complex scenarios with room for player choices.
c) I prepare dramatic plots and character backgrounds for player interaction.
d) I set up the session's vibe, letting players react to my "mix."
e) I have some basic ideas and let the session evolve through group improvisation.
4. Game Mechanics: How do you handle game rules?
a) I might modify or create rules to serve the narrative I envision.
b) I use rules with depth to guide the campaign's progression.
c) Rules are tools for character development and storytelling.
d) I use rules to facilitate an experience, not to dictate every action.
e) Rules are flexible, used to inspire and enable creative storytelling.
5. Use of Randomness: What role does randomness play in your games?
a) Randomness adds layers to the story I craft.
b) It adds depth but within my orchestrated narrative.
c) Randomness can lead to dramatic turns or character development.
d) It helps set the tone and pace for the session's experience.
e) Randomness is a catalyst for spontaneous storytelling.
6. Player Impact on Setting: How do player actions change your game world?
a) The world is my canvas, but players' actions color the narrative.
b) The setting is intricate but allows for player-driven developments.
c) The world reacts to players' emotional and thematic input.
d) The setting provides a backdrop for player engagement and choice.
e) The world evolves with each improvisation, shaped by all participants.
7. Narrative Style: How do you approach storytelling in your games?
a) I aim to weave an engaging story where players are central characters.
b) I unfold an epic campaign with players experiencing the journey I've envisioned.
c) I focus on character-driven stories, exploring themes and emotions.
d) I provide an experience where players engage through abstract gameplay.
e) The story is a collaborative performance where everyone contributes.
8. Handling Player Creativity: How do you deal with players coming up with ideas not in your plan?
a) I welcome player ideas as they enrich the narrative I've set.
b) I guide them back to the path or adapt if it enhances the experience.
c) I encourage players to express themselves, shaping the story dynamically.
d) Player creativity adds to the session's unique atmosphere.
e) Player ideas are part of the improvisation, welcomed and celebrated.
9. Philosophy of DMing: Which philosophy best describes your approach to DMing?
a) I see myself as the AUTHOR, crafting a world and story for players to immerse themselves in.
b) I'm the CHEF, preparing a rich and complex experience for players to savor and contribute to.
c) I'm the CAPTAIN, helping the adventure while ensuring players perform at their best.
d) I'm the THEME PARK DESIGNER, creating an environment where players can enjoy various attractions.
e) I'm the HEAD OF THE STORYBOARD TEAM, where the narrative unfolds through collective creativity.
10. Improvisation: How do you feel about improvising during sessions?
a) I use improvisation to adapt my story to player actions.
b) I improvise to keep the session within my planned structure.
c) I enjoy improvising to enrich character moments and drama.
d) Improvisation keeps the game's rhythm and flow engaging.
e) Improvisation is central, allowing the story to evolve organically.
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