What makes roleplaying fun for you?
Quite close to four years ago, I made a thread called 'Any tip and tricks to promote the "In character" part of roleplaying?' But since then I have became more aware of how many different ways one can be "in character" and several meanings of "immersion"; not all compatible with each other.
So I feel I might lose out on quite a bit of interesting information and tricks. Either because I have the wrong assumption of what somebody mean (I thought the person meant immersion while it was immersion ;) ) or that neither I or anyone else knew enough to form the right question. Some of us might have skills we consider ourselves to be unrelated to roleplaying, but might improve someone else's game style.
So instead of asking specific questions about certain topics I want to ask a broadstroaked "In what way is roleplaying fun to you?" seasoned with a few points that might be of help.
So... How do you prefer to play? Or as the GM, what player style do you prefer when running i game? Do you prefer several styles? :)
Just a few options. But feel free to expand on them, write up new one, or describe it in a different way :)
First point, I don't have a good name for. But might fit the "big model" or GNS...
* Creating a story together.
* Having the focus on the character, and how the character interact with the world.
* Focus on overcoming a challenge or competing.
Point of view:
* Using the first person view and talk as the character, and referring to the character as I.
* Using a third person reference to the character.
The character structure:
* The character is a fairly blank slate, personality and background-wise, at the start of the game and is developed from there.
* The character have a quite extensive background and detailed personality, to have a momentum into the story.
* The background and personality is irrelevant (for example, if the focus is on player skilled problem solving).
The adventure structure:
* Preplanned event structure
** Linear
** Multi-path linear
* Sandbox
** Passive sandbox where the world reacts on the characters.
** Active sandbox, where there are multiple active NPC's trying to achieve conflicting agendas (referred to as Fish Tanks in Sweden).
* Theme parks (multiple smaller adventures that are linear, but the player can pick the ride they want in a sandboxy fashion).
GM/player "powers":
* The player controls their characters and the GM controls everything else
* There are rules for how the players can influence the world out of character, usually as long it is not yet set in the scene.
* GM-less
Rule strictness and structure:
* Ruleless, or very light rules that are not strict.
* Quite rule light systems that are easily (or even required) adopted and improvised.
* Rules? You mean that bunch of suggestions? Even if there is a thick rule book and dices, the importance of the flow of the game and the story outweights both of them.
* Few rules. But dices lands where they land.
* Rule heavy with the intention to simulate the setting.
* Rules heavy with the intention of balance, structure and fairness.