Few in the group could identify emotional moments generated by RPG conversations but everyone agreed achieving such moments would be a Good Thing. If anyone out there knew how to create the Perfect Conversation System, they weren't talking. This was expanded to include the idea of objects you acquire but don't yet know how to use. Feeling like you're causing a story to reveal itself through your choices was cited as a big reward. Also, if emotional moments come at all in RPG's, consensus was they come in the form of story revelations.
Laughter really is the best medicine.
Giving people a good laugh was described as a difficult thing to do, but also a good thing. No external symbol or acknowledgment was necessary. This was, perhaps, the most hotly debated. Enthusiasm would be high, at least among the attendees, for an RPG that rewarded Player Character Differentiation in direct, observable ways. Everyone agreed that an RPG had to allow the player character to grow and change as a result of player choices.