* "On the Cusp": great or terrible discoveries have just been made, or are about to be made. New powers have emerged in the world. The PCs have the opportunity to be the first to make discoveries or invent things that could change the world -- and the first to find out what the ramifications of those things are.
* "Breaking the Cycle": similar to the above, but with more emphasis on the PCs or their world being trapped in a vicious cycle, which the PCs must either deal with, or find a way to escape.
* "Non-violent Competition": Most games and the majority of sf/fantasy genre fiction revolve around violent conflicts. Even though most of my games are light on combat, the potential for violence has been omnipresent and the games have emphasized life-or-death struggles. I'd be interested in doing a game where the chance of death was minimal and the central conflict revolved around something else. Political struggles, competing enterprises, getting the scoop, propogating a way of life or religion, are all possibilities that come to mind, and I'm sure there are more.
* "Unique Abilities": The PCs have powers or skills that almost no NPCs in the campaign setting has access to. (Possibly extending to "unique to a particular PC").
* "Extraordinary People": The PCs have unusual powers but not unique ones for the setting.
* "Ordinary People": The PCs have typical powers for their setting. (Which might still be unusual by modern standards.)
* "Global Scope": The campaign's central conflict is likely to have large-scale consequences. This will actually encompass anything from nationwide on up.
* "Local News": The campaign's central conflict is fairly localized -- city-wide or smaller, and unlikely to shake the world.
* "Small Stories": The central conflict is personal and only really important to the PCs and/or a small number of NPCs.
* "Injustice": Authority figures in the setting tend to be incompetent, corrupt, and/or evil. Revolt and rebellion in this setting would be heroism.
* "The System Works": Authority figures tend to be competent and beneficient. The system may not be perfect, but it's not the enemy. Threats come from without rather than within.
* "Wheels Within Wheels": The truth is hard to find; lots of people are lying for their own reasons, or are misled themselves. The PCs may have a tremendous struggle figuring what's really going on, and may never know for sure.
* Political intrigue: Which applies not just to governments, but any organization where accomplishing goals relies on convincing and manipulating people into doing what you want. Some high schools have more political intrigue than some governments.
* Violence: Ie, combat, ie, the staple of most gaming. On the list to gauge interest and see if there are people who are dismayed or intrigued by the idea of an RPG that doesn't have it.
* Innovation: Problem-solving through new ideas. Eg: The political solution to pollution might be to get everyone to agree to stop using coal-burning factories. The violent solution would be to destroy the factories. The innovative solution would be to find a non-polluting substance to replace coal. Innovative solutions tend to be the most saisfying and the hardest to come by.
* Romance: I'm running this game. Good luck avoiding it. >.>
* Honor: I'm using this word as a stand-in for "non-pragmatic value systems", or people who do things which would appear irrational to someone who didn't buy into their idea of honor. Eg: ritual suicide infeudal Japan, or those Hollywood heroes who'd throw aside their guns to have a fistfight because shooting an unarmed man would be dishonorable.
* PvP: I've never managed a game with PvP that went well. Game of October was explicitly supposed to be focused around PvP and it still barely happened. In the end all the players wound up switching to the same side. I'm half-inclined to insist of player cooperation in games, but still curious/masochistic enough to see if others are interested in PvP.
* Antihero/villainous PCs: I've seldom done anything with PCs as the bad guys, and am somewhat adverse to it. But having done it so rarely I'm also intrigued by it. Check this box if you're interested in yourself and/OR others playing villainous PCs in a game you're in.
* Sex: My RPG experiences have mostly kept sex off-camera. I don't anticipate changing that, but I am curious how people feel about it. The main thing that would get me to include sex in an RP is if it were somehow the focus of the story. I think Postvixen once suggested usng sex in place of combat as a form on conflict resolution in an RPG, and that thought amuses me, although I dunno how (a) I would make it work in terms of mechanics or (b) if it could sustain my interest through an actual campaign.
This list has gotten unwieldy and I think at some point I lost track of what I really wanted to accomplish with it. I'll just go with what I've got now.
Interests: which of the following themes particularly appeal to you? (Leave blank any you're indifferent to or dislike)
Dealbreakers -- which of the following themes would annoy you, to the point of not wanting to play in a game where they were significant? (Leave blank if you're merely indifferent to them)
Polls may not have been a good way to go with this one, either. :) Just leave comments if you want to clarify your votes or don't like the way this was set up.