My close friend David (whom none of you know) loves Star Trek; but he hates science fiction, and in fact the only Star Trek he likes is the original. His favorite Star Trek movie is Star Trek V, the one that was soundly panned by the critics and which got William Shatner his reputation for being a less-than-quality director.
Why?
David doesn't like the Star Trek setting; he doesn't like the Star Trek morality, its optimistic view of the future, its godless goodness, its American bravado, its Gunsmoke in Space feeling, its space opera genre. What he likes is the Kirk-Spock-McCoy interaction, that odd relationship between the threesome that plays out on the screen. That was the thing that Star Trek V did so well that, for him (and for me) made it shine: it showed us the interactions of these three characters.
So someone tells me he likes Star Trek. What is it that he likes? My vision of Star Trek is not going to be his vision of Star Trek, and I would wager that if I broke down the facets of the show for him the way I just did above, he probably would have no clue what he liked. But then, I'm not going to be able to capture the Kirk-Spock-McCoy interaction and make the player a critical part of events, because part of that interaction is that it is exclusive--others are all in support roles. The Star Trek setting is a bit vague; it would be difficult to determine how it is different, in itself, from Traveler, Star Frontiers, Blake's 7, Starship Destiny, Mary Piper, or even Red Dwarf, and yet it is evident that it is different from all of these. Some of those aspects of the Star Trek world make it difficult to create solid story situations.
Similarly, if you tell me you like Lord of the Rings, what is it that you like? Is it the detailed creation of fantasy races and settings? For some players, just wandering around Middle Earth meeting these races and sucking every bit of knowledge about them from the referee would be a fascinating game; for others, it would be completely dull. Is it the battle between good and evil? I can capture that same battle with Krull, or The Last Starfighter, or Legend. Is it the magic? I've got worlds with magic, not much different from what is there. Yet knowing that you like Lord of the Rings does not tell me what you like, only that something in this massive creation appeals to you.
It is even more complicated than that.
There are three fundamentally different ways in which role playing games are "fun", and some players find their fun in exactly one of those ways, while others have learned to enjoy more than one aspect. It is likely that you prefer gamist, or narrativist, or simulationist play over the other two--but not only do you not know what those words mean, if you understood them you still might not know which you actually prefer. (If you've not read http://ptgptb.org/0028/theory101-03.html Theory 101: Creative Agenda, you might want to do so, as it explains these concepts fairly well.) I have divined the preferences of some of my players, and more often than not I play to those preferences--one of the strengths of Multiverser is that it allows me to do that, to adjust the game to meet whatever the player finds fun and interesting. I'm not sure you could tell me even yet what it is that appeals to you; I'm still feeling my way through your responses. However, there are aspects of this present world that appeal to gamists, and if those are the aspects you enjoy I would look to put you in other worlds with similar aspects, such as Blake's 7, Post-Sympathetic Man, or The Most Dangerous Game--none of them fantasy worlds, but all of them having strong gamist appeal. There are also some narrativist interests in this world, and were you to go for those I would consider Post-Sympathetic Man, Legends of Alyria, or Farmland Alpha. We've also got simulationist interests here, which might suggest that you would like Sherwood Forest, The Industrial Complex, or Bah Ke'gehn.
Note that you're in a world of dragons and demons and magic, and that none of the worlds I just described are like that at all. What I'm looking for is, what kind of story would you like to create? That's a level at which most people don't examine their own play. Whether that story occurs in a spaceship or a post-apocalyptic earth or a fairytale city or a modern world is considerably less relevant than the deeper question of what kind of story it is. Do we have at travelogue, in which the character is fascinated by his own discoveries, an action adventure in which he overcomes great obstacles, or a morality play in which he faces serious questions about the meaning of existence?
There are hundreds of other variables that go into these things. Do you prefer puzzles, riddles, challenges to your cognitive capabilities, or would you rather have to reach solutions by interacting with characters detective-style, or should this all just come to a straightforward fight toe-to-toe with the obvious villain? What balance should be struck between giving you the opportunity to choose your direction and giving you a direction to follow? (One of the problems Donna had when we switched from Eric to me is that Eric leads his players where he wants them to go and I wait for them to choose their own path, so Donna felt a bit of a struggle for direction. Conversely, Graeme is brilliant at making his own path wherever he is, and he created more than half of all the adventures he has faced by his own decisions.)
So if you were to tell me that you love Star Wars, that would tell us very little. I could place you as Luke Skywalker, but then you'd know what was coming and you'd either have to play it out as if you didn't or change the story completely because you do. The one is dull, and the other at some point ceases to be the story you wanted. I could instead set you up as some ordinary guy somewhere in Imperial space and let you create your own stories in the Star Wars universe--but that's probably not what you want, either.
You don't know what you want, because you don't understand what it is about those stories that inspires you and catches your interest. I don't know the answer to that question, either, but I can start trying to learn it by watching how you react in the stories I offer you.
I hope this helps.
--M. J. Young