Functional play depends on everyone playing the same game. Sadly, many people don’t even know or negotiate what that means, and a lot of game texts leave crucial things out.
Between a really useful conversation I had with Avalon’s Willow, listening to an old interview of Vincent Baker, and reading the Darths & Droids, I figured it might make sense to put together a tool for talking about “how we play what we’re playing”.
A lot of this is put together from playing in a lot of different games and seeing stuff go wrong and places where one or more folks showed up with different expectations.
(This is incomplete, and will probably see tinkering.)
Same Page Tool
Before you start a campaign, pick out how things should run, ideally.
If you are playing a game that already sets these options, simply circle them accordingly. Otherwise, the GM should choose the appropriate options or the group should sit down together and pick them as a group, collectively, to set the dials for their game.
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.
Print it out, circle the options that apply. Share it with everyone- consider this crucial to actually knowing how the game works. This is a communication tool – see the corny title? It’s about as clear as I can get. There’s room for negotiation, but remember- the group needs to pick ONE of each category.
DO NOT use this as a survey. DO NOT have people fill it out separately and try to “meet in the middle” or assess what kind of gamer they are. The point is to create a clear picture of what the game is, NOT attempt to mash together different playstyles – this has not worked very well over 30 years of the hobby.
The reason you even list the multiple options is this: most gamers assume the one or two ways they’ve played is how you play ALL games. Seeing the assumed default next to many other ways serves to highlight that it is not the ONLY way to play, but one option of many, to help people re-orient themselves, especially if they’re going into new territory.
Be aware that different games will have different answers. Different campaigns will have different answers. For example, I’ve personally played D&D with all but one of the answers below.
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) …to set goals for their characters, and pursue them proactively
c) …to fling their characters into tough situations and make hard, sometimes, unwise choices
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.
ETA: A couple of examples of answers from the last 3 campaigns I’ve played


