- What's the average lifespan of an RTD(Experiences include both player and GM)? And are there any obvious correlations with long/short lived RTD's such as player interest, RTD complexity, GM motivation,etc.
My RTDs never lasted more than a few weeks. To me, the best RTDs are complex but not complicated, have a motivated GM, and at least a few motivated players (depending on the game type).
- During the game do you expect additional interaction from the GM towards the players outside of providing turns? If so, what kind?
I prefer for the GM not to be commenting on the player's/players' actions. I really dislike it when the GM decides to give OOC "hints" about what he expects them to do. A GM's game should speak for itself.
- Regarding your preferences in RTD's. What do you look for in an RTD? Good back story, GM fame(Maybe you know the dude), interest(Sci-fi, fantasy, video game subject such as Monster hunter or starcraft, realism), etc.
Setting plays a big part for me when it comes to picking a game to play.
As a GM, certain players filling my slots in my game make me not want to play because I hate the way they play. I'm fine with players playing in an unintended way, but some players are just really boring, repetitive, or lazy. This is a really big deal, but not something you can have control over if you don't want to come across as a jerk. It's difficult to be critical of a player's playstyle without it becoming personal.
- Do you consider a complex system of stats/combat/status to be off-putting in general or as long as you don't have to do too much yourself?
Complexity is fine as long as it's intuitive on the surface level. In general, let the player start to play the game without him needing to read a bunch of bullshit, then as he gains interest he'll learn the mechanics on his own. If the player is hooked, he will be more willing to put in time to understand the mechanics, and that's where games become nuanced, rather than complicated. Basically, be subtle.
- What part of designing your RTD, did you struggle the most with?
Mechanics. I think everyone has problems with this. I'm awash with ideas that sound fun to me, but when it comes to design I'm no good. It's been I think a year or more since I've run a game, so maybe things are different now.
- When you've provided additional content like extra back story, did you notice that the players made use of this or liked it?
Usually players who want to post (i.e. not people who are in a wiki
don't give a shit about backstory beyond the basic premise when they pick a game to post in. It's only AFTER they have been hooked that they typically start to seek out and absorb the details of your world.
Players choose games based on a premise. In a player based game, they want to play a character in a world with a particular premise and do one or a combination of these things: play a role, act out a fantasy, or generate drama/intrigue/action with NPCs or other players. But most of all, and this is especially in the case of suggestion games,
players want to influence what happens in the game world.
- If you've ever rebooted a RTD, why did you do it?
Because I really, really liked the premise and/or the mechanics and the old one never went anywhere.