On the subject of performing an interview with DMs and worldbuilders (the podcast I spoke about with this post), I've been working to create a series of complicated questions that would stir the pot, so to speak. Moreover, I've been considering that it would be sufficient if the guests were free to dispense with two or three questions they would prefer not to answer.
So suppose the reader had to choose six from the following ten questions. Which six would you choose? And how extensive do you feel your answers would be?
UPDATE: The questions below are no longer applicable to the podcast I am proposing. They are in the ball park, but they have been rewritten with this post: Podcast Questions Redux
1. What sequence of events caused you to become a player in role-playing games? How old were you and how quickly did the game take hold of you?2. How did you start with running games as a DM, or GM if you prefer? If it was a situation of necessity ~ you were the only one willing to take the helm ~ did you feel a resentment? Or did you find yourself comfortable in the role?3. What other activities were a significant part of your life when you began stealing time from those things to play role-playing games? Do you have any regrets about paths not taken?4. In your opinion, does your game differ substantially from the games of other DMs? If so, how? Would you say that it is because your game is tailored to you specifically, or is it because of the experiences you've had?5. How would you say your players benefit from your game. Would they agree with you? In what ways would they want you to change your methods?6. How do you structure the setting of your campaign? How much preparation do you invest? How much is borrowed material from films and literature? How often do you find yourself during the actual running feeling like you're in over your head ~ and do you habitually conceal that feeling from the players?7. Do you push the envelope of your game's concept, employing ever-so-light elements of a risque nature, with such things like racism, wealth vs. poverty, sexuality or criminality? Have you in the past? If so, how has it played? And if you haven't, is it something you'd consider if you had players open to the idea? Why or why not?8. Apart from friendships, memories and time spent well, what additional skills and disciplines have you and your players acquired through role-playing? How has it changed your thinking about the non-gaming world that has surprised you?9. What do you think of teaching others how to run games? Have you had much success? Can you attribute any of this success or failure to yourself, or do you firmly believe that mastering an RPG is mostly a natural talent, or at least a talent that comes from the person one has become through nature and nurture?
10. If you do not play right now, do you still plan and design a campaign you hope to run someday? If not, how do you continue to feed the elephant's 'satiable curiosity? How satisfying is it and how do you think you might feel if you were ever given the opportunity to again run a game, or act as a player?
I know that some would be concerned about subjecting themselves to an interview with me, but I assure the reader that my goals would be to inform, create a pleasant experience and help establish a framework of DM participation which was not based on either myself or the overwhelming corporate image that dominates the rhetoric.