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Player Survey Ages 13-17

Birthday
Month
Day
Year
Have you ever played a table top roleplaying game (ttrpg)?
Yes
No
Have you ever played Dungeons & Dragons (D&D)?
Yes
No
Are you willing to pay $5 an hour to play D&D?
Yes
No

Please choose the answer that BEST describes your current attitude toward each situation.

I would like to play with . . .
anyone, including strangers.
only people I know.
I would like to . . . (choose all that apply.)
I would like to play . . .
at the White Squirrel Arcade.
at the Deck Box.
at Dunkan's Decks.
my home.
Other
I would like to play . . .
multiple times a week.
once a week.
once every two weeks.
once a month.
Other
I need/want to purchase . . . (choose all that apply)
I prefer . . . (choose all that apply)
The play style that I like the best is . . .
Story and Roleplay Light: Hack/Slash then Loot
Medium Storytelling, Medium Roleplay: Part Hacking, Part Talking
Immersive Roleplay: Heavy Player Character and Non-Player Character Interaction, Focus on Storytelling, does not preclude combat (that’s a roleplay opportunity as well.)
Choose your top three favorite play styles.
My ideal Dungeon Master is . . .
A Storyteller: Someone who never lets the rules get in the way of a good narrative.
A Rules Lawyer: A stickler for mechanics who makes sure the rules of the game are always followed as closely as possible.
An Acrobat: A DM that balances both mechanics and storytelling and knows when to adhere to the rules and when to let them go for the purposes of the story.
How would you like the campaign’s plot be handled? (Choose all the apply.)
My ideal campaign environment is . . . (Choose all that apply.)
My ideal setting is . . .
High Magic: Magic-users abound; there are lots of scrolls, lots of wands, lots of potions and lots of magical weapons and armor.
Medium Magic: Magic-users are not rare but also not that uncommon, and they make powerful allies or enemies. Scrolls, wands, potions and magical arms and armor are around but not easily found and worth much more than mundane items.
Low Magic: Magic-users are a secretive and hidden group. Finding a scroll, wand, potion or magical weapon or armor is a cause for major celebration and all are worth a fortune.
My ideal party makeup is . . .
Part of an organization. Examples: Druid's Circle, Magic School, Thieves' Guild, Religious Sect, Mercenary Company, etc.
Working for a powerful patron. Examples: King, Noble, Rich Merchant, etc.
Relatives: Siblings, Cousins, etc.
Thrown Together: Group is tied together by coincidence and circumstance, nothing else.
Destined: Mystical forces bring us together from diverse backgrounds for a common goal.
What should be the tone of the game?
Dark: Humor will be largely absent. Themes will be dark, dramatic, and possibly depressing.
Serious: The overarching themes of the game will be serious, but occasional humorous moments will exist, and attempts at humor by the party will not be immediately crushed.
Average: The story will be serious, but the way it is presented may not be overly serious.
Humorous: The story itself will be slightly funny, and many characters will be humorous.
Silly: Nothing will be serious. Characters will all make some attempt at being funny, situations will involve frequent humor elements.
Ridiculous: Everything will be over-the-top ridiculous. Nothing will be taken seriously. Anything even remotely serious will be met with cartoonish resistance.
How violent should the game be? (Choose all that you would play.)
How potentially lethal do you want the game to be for your character?
No Death: Characters may be rendered unconscious or disabled but won’t ever actually die or suffer permanent injury. I love my characters and never want anything bad to happen to them. A TPK (Total Party Kill) will result in the characters being rescued in some fashion.
Incapacitated: Characters who “die” can come back with a permanent penalty of some kind, but won’t actually die. This does not include obviously suicidal actions (swimming in lava, etc.). I like my character, and want to play them for a long time, but I’m okay with them taking a few hits along the way. A TPK will result in something bad happening to the characters such as being captured or robbed.
Potential Death: Enemies will not actively attempt to kill disabled characters, but may kill the character while attempting to disable them. Enemies will not coup de grâce anyone already unconscious. I like my character, and I’d rather not die. TPKs may result in players bleeding out or naturally recovering; it will fall entirely to the rolls of the dice.
Probable Death: Enemies will attempt to kill disabled characters when the opportunity arises, but will typically focus on important threats first. I like my character, but death is a part of the game. TPKs will have varying results depending on the nature of the enemies; players may be killed or captured.
Likely Death: Enemies will target easy targets and will make a concerted effort to kill as many players as possible. Death will be a serious concern. Character death is a thing; I won’t let it ruin the game for me. TPKs will have varying results depending on the nature of the enemies; players may be killed or captured, but are more likely to be killed.
Definite Death: Someone will probably die every session. Encounters will be above average difficulty for our level. Combat will be fast and brutal. Forget my character, I’ll roll a new one. TPKs will have varying results depending on the nature of the enemies; players may be killed or captured, but are vastly more likely to be killed.
Certain Death: Bring a stack of new characters to every session so that you can warm yourself around the pyre upon which the DM will throw them.
How should rules be interpreted? (Choose all that you would play.)
  1. The fact that you shared this information will be kept confidential, but every player will be told what sort of material is not appropriate for the game you’ll all be playing.

  2. Common answers to this question include sexuality, racism, violence against children or animals, torture, phobias, religion, swearing/cursing, murder, stealing, etc.

Continue only if you have played D&D before. Otherwise, scroll to the end to submit.

Which would you play?
If you want to play an extended campaign, which are you interested in playing?
My view of supplemental content is . . .
Everything goes. If I find it and I like it, I get to use it.
Somewhere in the middle. If I find it, and my DM and I agree on it, I can use it.
Supplements are off limits. Only core rules are allowed at the table.
What subsystems, variant rules, and other non-core mechanics would you like to explore in this game?
Nothing: Keep the main things the main things.
Nonessentials: Things like crafting, corruption, downtime, survival, and other mechanics are often included in games but rarely explored because they’re not considered the conceptual core of that RPG. If you’d like to play with some non-essential parts of your RPG, the GM should know that ahead of time to that they can try to fit that into the game.
Homebrews: If you like to use variant, optional, or homebrew rules, propose those before the game starts. Popular options include the optional rules in DnD 5e Dungeon Master’s Guide.
My view of alignment as a game mechanic is . . .
Vital: Totally necessary tool that drives character choices and world interaction on every level.
Influential: A constant influence that helps to make character decisions easier to understand, but does not drive everything they do.
Hidden: Alignment is nothing more than a line on my character sheet and doesn't affect the way I play at all.
At what power level should the players be built? (Choose all you would play.)
Do you prefer . . .
XP Leveling
Milestone Leveling
How should new characters be built? (Choose all you would play.)
How should new characters be introduced? (Choose all you would play.)
My view of dice rolling is . . .
Love it! Let me roll them as often as possible.
Meh. I like it in moderation, so I don't mind the DM making 50% or more of the rolls.
Hate it! GM can roll as often as is necessary even in combat.
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