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Loikkaa: valikkoon, hakuun

Transcribed from

Do you play to win?

a) Yes, you totally play to win! The win conditions are…

b) Good play isn’t a win/lose kind of thing

Player characters are:

a) expected to work together; conflicts between them are mostly for show

b) expected to work together; but major conflicts might erupt but you’ll patch them up given some time

c) expected to work together; major conflicts might erupt and never see reconciliation

d) pursuing their own agendas – they might work together, they might work against each other

e) expected to work against each other, alliances are temporary at best

The GM’s role is:

a) The GM preps a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction.

b) 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.

c) The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations

d) There’s no GM. Everyone works together to make the story through freeform.

e) There’s no GM. The rules and the system coordinate it all.

The players’ roles are…

a) …to follow the GM’s lead to fit the story

b) ...Your job as a player is to see your character achieve her goal. You must overcome every obstacle in her way and throw down every enemy. If you do, you win.

c) …to have your character pursue her goal, having her act with integrity to her personality as it develops, and play to find out what happens to her.

d) …to play against your character's goals, setting her pursuit of her goals up to lead her into misunderstanding, trouble, danger, or disaster.

e) …to play against your character's ambition, using her pursuit of her goals to illustrate her inhumanity and arrogance.

f) …to see your character survive and prosper, regardless of her goals. You can have her pursue her goals when convenient, and ignore them when they conflict with her survival and prosperity.

g) see your character into adventures and danger alongside the other players' characters, regardless of her goals. You can have her pursue her goals when they'll bring her along, and ignore them when they'd have her retreat into her seclusium to study instead.

Doing the smartest thing for your character’s survival…

a) …is what a good player does.

b) …sometimes isn’t as important as other choices

c) …isn’t even a concern or focus for this game.

The GM’s role to the rules is…

a) …follow them, come what may. (including following house rules)

b) …ignore them when they conflict with what would be good for the story

c) …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…

a) …something that shouldn’t even happen. This is someone being a jerk.

b) …where the character becomes an NPC, right away or fairly soon.

c) …something the player and the GM should have set up ahead of time.

d) …only going to last until the other player characters find out and do something about it.

e) …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…

a) …is important and will be displayed on a map or grid, perhaps using miniature figures.

b) …is something the GM will describe and you should ask questions to get more information.

c) …you can decide on the spot using specific game rules (rolling dice, spending points, whatever)

d) …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…

a) …everyone playing needs to have read and understood before play, because the rules and setting are both very important.

b) …everyone should know the rules very well.

c) …everyone should know the setting very well.

d) …everyone at least should know the basics of the rules.

e) …everyone at least should know the genre the game pulls from

f) …Only one person needs to really know the rules and it can be explained in 10 minutes or less to everyone else.


Instead of “choose one” think of this as a checklist – pick which options apply, leave the ones that don’t.

This game runs best when the players take time to create characters that are…

a) …built to face challenges using the mechanics and stats.

b) …written with extensive backstories or histories

c) …given strong motivations and an immediate problem or crisis

d) …tied into the other characters as (allies) (enemies) (as either)

e) …written with some knowledge, research or reading up on the game setting, real history or an actual culture

Fiction Hurdle Questions

Does everyone know the answers to these questions for this game? Hopefully between the game text and making choices above, the group can also be on the same page for the following points. If not, clarify!

What kind of conflicts make sense for this game?

What kind of protagonists make sense for this game?

What kind of outcomes make sense for this game?