1. Notes

The Same Page Tool

Credit goes to Christopher Chinn for the original post on his blog.


INSTRUCTIONS

Before you start a campaign, the group as a whole should sit down and look at this list, and pick the ideal options for this game – for this specific RPG, this specific campaign you’ll be playing, and this particular group of people.

Get together with your play group, either in person or online, where you are all present and can talk in real time and ask questions and dialogue. Talk about which choices fit and which ones do not and why. If you are playing a game that already sets these options, simply circle them accordingly.

Yes, some of you might say, “I can do 2 or 3 of those choices” – pick the one that best fits the game you’re trying to run.


CHECKLIST

There is room for negotiation, but remember: the group needs to pick ONE of each category.


1. Do you play to win?

A) Yes, you totally play to win! The win conditions are… (elaborate)
B) Good play isn’t a win/lose kind of thing.


2. 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) …expected to pursue 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.


3. The GM’s role is

A) …to prep a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction, guiding them down a premeditated narrative, or one of several.
B) …to prep a plot hook or several, which the players can take in any direction based on their own decisions. The GM only has to play the NPCs while accurately explaining and representing their world.
C) …to wing the whole thing – the GM doesn't have to prepare and is expected to make things up on the fly.
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.


4. The players’ roles are…

A) …to follow the GM’s lead to fit the story.
B) …to set goals for their characters as a group, and pursue them proactively together.
C) …to each set an individual goal for their character, and pursue it proactively.
D) …to fling their characters into random situations that seem interesting, with or without planning beforehand.


5. 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.


6. The GM’s role to the rules is to…

A) …follow them, no matter what happens (including 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.


7. What can players contribute to the story/setting?

A) The thoughts and actions of their characters; everything else is owned by the GM.
B) The above, plus their character’s backstory; everything else is owned by the GM.
C) The above, plus narrated outcomes when they spend a resource or make certain kinds of rolls, subject to the GM’s approval.
D) Whatever they want, subject to GM’s approval, which should be as forgiving as possible.
E) Anything.


8. After many sessions of play, during one session, a player decides to have their 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, and an example of good roleplay and storytelling.


9. 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 players should ask questions to get more information.
C) …the group 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, and the GM can judge whether they're allowed or not.


10. How much comedy/wacky/silliness do you like?

A) All the time! We’re here to have fun, after all. Bring on the Muscle Cars From Space.
B) Lots! “Wouldn’t it be funny if…” should come true all the time. On a critical fumble do a pratfall.

C) Some. When comedy emerges from situations in play that’s great, but let’s not turn our gritty fantasy into a sitcom.
D) None. Let’s push to avoid our natural tendency to be silly.


11. A player character's death…

A) …should only happen at the player's request.
B) …should only happen if the GM talks to the player first.
C) …should only happen if it’s appropriate for the story.
D) …should happen whenever the mechanics call for it.


12. If this game were a movie, its movie rating* would be…

A) …G
B) …PG

C) …PG-13
D) …R
E) …NC-17


SPECIAL

Instead of choosing one, pick which options apply, leave the ones that don’t.


13. 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 all the rules and can explain them in 10 minutes or less to everyone else.


14. 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.


15. (The G or PG-rating* checks all of these options) Regarding sensitive topics and establishing consent within a narrative, the GM must avoid depicting certain types of mature subject matter found in dark fantasy and sword & sorcery stories, such as…

A) …threats of excessively graphic nature in dialogue.
B) …violence against pets or animal companions.
C) …violence against animals in general.
D) …violence against children.

E) …violence against the pregnant (humanoids).
F) …domestic abuse or family violence.
G) …drug and alcohol abuse.

H) …self-harm and suicide.
I) …gore and torture.
J) …body horror.

K) …salacious innuendo in dialogue.
L) …consensual salacity.

M) …non-consensual salacity.
N) …any salacity that doesn't "fade to black."

O) …using insulting pejoratives in dialogue.
P) …racism.
Q) …sexism.
R) …homophobia.
S) …transphobia.
T) …ableism.
U) …dirty jokes and gallows humor.

^ Note: Keep in mind, these options are described within the context of diegetic role-play. Moreover, I have zero intention of making gratuitous and unnecessary depictions of them in our game. The keywords here are "morally grey grit" instead of "over-the-top evil edginess"; I get that those lines are sometimes blurred, but at least you should know which side of that spectrum I'm leaning towards. I believe some "serious issues" can be used tastefully to raise plot stakes and create engaging RP scenarios. But I also draw the line at however an issue is handled in a way that ends up frustrating or disturbing my players. I don't want to make anyone feel uncomfortable for participating; should that happen, I'd want to put a stop to it immediately.

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