Do you survey your players?

I had a survey for all my players while working on the campaign I'm currently in. Five general questions, mostly multiple choice.

1. How do you feel about combat in games?
(options were heroes never die, PCs die frequently, or a mix in-between)

2. How do you feel about romance in campaigns?
(with options ranging from 'No time for love, Dr. Jones!' to 'Melrose Place, the roleplaying games')

3. Would you rather see the campaign based around a central locale or would you like to be on the move frequently (or an even mix)?

4. What percentage of time do you like your character to have solo time?
(with options from 'You guys aren't leaving me alone' to 'My name is Wolverine, solo killer')

5. What do you enjoy in a game?
(For this I included a list of elements found in a broad range of games, from large-scale wars to courtroom intrigues, tavern brawls and mindboggling puzzles)

Then I asked if there were any things players would love to see in a game, and if there were things that were off-limits.

The questionnaire had a humorous feel to it, but the questions underneath inspired the players and got all of us thinking about what we would enjoy. I think the results helped me massively when designing the current Scarred Lands campaign.

I'm about due to poll the players again, and I do believe I'm going to yoink what PirateCat wrote and modify it somewhat.
 

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I used to Survey my players. Now I survey them before I start gaming with them. We use a standard gamer personality questionaire:


This next part helps the DM to get an impression of your gaming style. Add any other info you think is pertinent.




• The best way to do this section is to triple-asterisk (***) the answer you want to choose, or when answering each question. You should add qualifying sentences when you feel they are necessary to clarify your answer.


1. How do you like your campaign?
• A good campaign is about exploring a world.
• A good campaign is about playing out a story.

2. In brief, describe your two best characters (from any game system).

3. Briefly describe your last two gaming groups and the scenarios you remember playing.

4. Please note your five favorite style-mixes of the D&D game (examples: medieval knighthood, high-magic, low-magic, humorous, sci-fi/fantasy mix, dungeon-delving, desperate-stranded, swashbuckling, against-the-odds, wilderness survival, steaming jungle, barbarian, desert nomad, time-machine, gothic-power-personality, ticking-time-bomb, new world order, dragons & faeries & unicorns, across-the-world-exploration, Setting Emphasis (Dark Sun, Spelljammer, Greyhawk, Forgotten Realms, Kalamar, Birthright, Planescape, Middle Earth), etc.).

5. As a player, I typically describe my character's combat actions as:
• Mechanics only: "I rolled a 16 and hit AC 10. I did 36 points of damage if I hit."
• Descriptive: "I move across the room (moving his pawn square by square), charging with a +2 bonus, I jab my spear into him, I rolled a 16. If I hit, I did 8 points of damage."
• Verbose: "I charge, yelling "Die you scum-sucking-orc-pancreas-licker!" I push my spear gushily into his soft belly and twist; then I yank the barbed head out, pulling out his guts. By the way, I hit AC 10 and did 36 points of damage."

6. Which one extreme gaming category could you tolerate the most?
• Super-high overall character ability scores with lots of optional special abilities (everybody has maximized their strongpoints and have no weaknesses whatsoever)
• Character finds at least one personal magic item every session, or may make frequent visits to a magic shop to purchase items (everybody has a gadget for every situation so they never have to use their heads).
• Frequent increases in levels of experience so as to end the campaign at high level (everybody is as tough as a dragon and nothing can beat you up).

7. Intra-party disputes and major decisions would best be handled by:
• Organized groups follow orders of the leader of the group, especially during emergency situations
• I tend to like to lead less experienced players so they don’t get the group killed
• Voting in non-emergency situations and establishing group rules
• Each character should do what he feels is in his best self-interest

8. Adventurous and heroic player characters should die:
• Never or only when the player agrees that it is time for his character to die.
• When they deserve it (such as when they act foolishly, or wander away from the party to steal party magic items for themselves, or when hogging the DM’s time for petty things).
:):):):) Happens. The dice fall where they may. Without any fear of death, the game can be lame.

9. What kind of aversions do you have towards descriptions of violence, gore, evil, crude jokes, foul language, historical female and male family roles, or references to adult situations?

10. To what extent do you like traps, tricks/lies/illusions/curses, and puzzles in a generic D&D game?
• There should be a large, complex plot, with sparse and difficult clues, but a great reward at the end for figuring it out. Puzzles should be nearly life-or-death. A witches-curse can be a good role-playing opportunity.
• Enough traps so that the rogue has something to do, and puzzles should be able to be overcome at least 3 different ways. Clues should be obvious, because I forget from game-to game. Tricks and illusions should be limited to only a couple per game. Curses are unfortunate plights and I hate roleplaying Toads.
• Few traps, tricks or puzzles. Puzzles waste time and only cause me to become confused and unable to sleep until I solve them. Tricks and lies should not be included in the game, because the DM should always be honest with the players and tell them everything forthright. I should be able to weasel my way out of an illusion by saying, "I disbelieve." Traps are dangerous, and could hurt someone! Curses cause me to become suicidal, because they're demeaning to my character.

11. How often do you like combat to occur in a fantasy game such as D&D:
• Constantly. I usually bring 2-3 characters to every game because I expect my characters to die.
• At least 2-4 times per session. “Danger’s my middle name.”
• At least once per session to satisfy my need for bloodthirst, plus "The only good demon is a dead demon".
• Not at all. There should be tense moments, but little real danger of your character having to draw a weapon

12. How often do you keep notes on your adventures?
• Religiously. I like to know what’s going on between sessions and because I don’t feel it’s the DM’s job to remind me of all the clues to an adventure. I also draw pictures of the party in action.
• Occasionally. I don't get into games that much. Besides, the DM should often remind me of crucial clues or let me make a die roll to check my memory.
• Never. I ignore plots, story-problems and puzzles. The DM should tell me anything important my character should know at the time I should know it, if I make a successful die roll.


13. If you were the only player and had to run three 1st level characters, what classes would they be?


14. What are at least five traits that exist in a good DM?
1.
2.
3.
4.
5.

15. What are your top five qualities of a good gaming environment (e.g. lighting, no distractions, drive distance, music, battlemat & miniatures, length of game time, comfortable chairs, space, fridge, fan, held at local game store, etc.)?

16. What are at least five traits of players you’d like to game with?
1.
2.
3.
4.
5.




Emirikol













..
 

Generally, I haven't needed to survey my players formally; having them jump me with broken bottles in the parking lot after a game is usually feedback enough :D

/em gnarlo!
 



Here is a survey I created to use when starting a new campaign, particularly if introducing new players.

------------------

1. Tell me about your experiences as a role-player.

When and how did you start playing?


Do you enjoy large or small groups?


What do you like most about role-playing games?



What really annoys you as a player?



What do you like to see in a referee / Game Master / Dungeon Master?




2. Mark any and all of the following campaign settings you would like to explore:
___ Forgotten Realms, Wide-Ranging: This is your typical pseudo-medieval setting with lots of variation in terrain and inhabitants. Pros: It's a well-documented world, with lots of published materials and developed characters and locales. Cons: It may be too well-known for some players.
___ Forgotten Realms, Limited Area: We pick one area of the Realms and adventure just in those environs. Options include Icewind Dales (sub-arctic tundra/mountains), Anauroch (Great Desert), Chult (Jungles), Moonshae Isles (remote island group), maybe even Undersea (PCs are of one of the many aquatic races). Pros: Unique flavor, PCs have a chance to be a part of (local) history. Cons: May not last more than a few sessions, limits in PC class and race selection.
___ Underdark: Explore the deep, dark tunnels and realms under the Forgotten Realms. PCs play any of the standard races or infamous Underdark races. Pros: Unique flavor, chance to play the "bad guys." Cons: Very challenging, PCs may have high mortality rate.
___ Dark Sun: The world of Athas is a rugged desert where only the toughest survive. Lots of new rules and PC options make this a unique experience. Slavery is common, gladiators fight in the arena, most beings have psionic power, wizard magic is dangerous to all, and clerics worship the elements instead of gods. Pros: Published materials, unique flavor, potential for PCs to become very powerful. Cons: Very challenging for PCs (and players, with all of the new rules to master), not recommended for beginning players, I don't own many of the rules for it.
___ Al-Qadim: Zakhara, the Land of Fate, is home to daring corsairs, genie-controlling sha'irs, idol-worshipping kahins, mysterious wise women, turban-clad barbers, dark-robed holy slayers, and evil sorcerers. This Arabian campaign is filled with wondrous and terrible sights. Pros: Lots of materials (I own a lot of stuff for this), very rich details, story-telling style of play. Cons: Some new rules to master, setting isn't exactly brimming with built-in conflict.
___ Planescape: Ever wonder what lies beyond our own dimension, beyond life itself? Travel to the outer reaches of the known planes of existence: the hellish Baator, the divine Mount Celestia, the clockwork Mechanus, the wild Beastlands, and Sigil, the City of Doors -- where everyone from everywhere meets to scheme for control. Pros: Lots of neat places to explore, thinking and fighting are equally important, alignment becomes secondary to other issues. Cons: Almost too much to ever cover completely.
___ Others: I do own some materials for Dragonlance and Ravenloft, though I'm not real familiar with either of them.

3. Mark any or all of the following playing options that appeal to you.
___ Long-Campaigns: These carry over from session to session, stringing together lots and lots of adventures with the same characters. This is the typical playing situation.
___ One-Shot Adventures: These are individual stories with PCs that are played only once. These might include adventures in strange terrain, or in different time-periods, where a long campaign could not be sustained.
___ Single Class or Single Race Campaigns: All PCs are of the same class or race (but may vary within these restrictions). These don't typically last long, but they can be a challenging change of pace.

4. Which of the following styles of gaming appeal to you?
___ Story-telling: PCs and DM work together to craft a well-told tale. Success and failure cease to be the issues, and the tone and theme of adventures takes priority.
___ Power-gaming: PCs strive to gain the most magic and money, for the more you have, the more you can go on defeating the biggest, toughest opponents around.
___ War-gaming: PCs want power to affect the outcome of events in the campaign world through might of arms. You want to be king or nothing at all.
___ Role-playing: The personalities of characters and how they get along is most important. You'd rather meet a famous wizard and talk to him than kill him and take his money. You're also very interested in developing your own PC's personality and background.
___ Puzzle-solving: The best story is a good mystery, the best treasure is a half-completed map or cryptic prophecy. You want to know what makes the world tick.

5. Which of the following styles of role-playing appeal to you?
___ Straight me: PC reacts just as you would react in the same situation. You role-play to vicariously experience what your PC experiences.
___ Me as I want to be: PC has most of your virtues and few of your faults. You role-play to explore your own personality.
___ Someone Different Every Time: You like to try on lots of different hats. Each PC is a chance to be someone new.
___ The Sincerest Form of Flattery: You imitate a favorite personality from a movie or a book. The challenge is picking the right character for your PC.

6. Please indicate good times and bad times for gaming sessions.


7. If you have any other concerns or ideas, let me know. Thanks for taking the time to help me out!
 

I might try a variant on Eric's survey. I've tried surveying players in the past and it's not worked out too well. Either I get answers that are so vague as to be useless ('I'll play whatever the party needs') or when asked things like 'Pick one of the following styles of play for the new campaign', everyone would pick a different one. :/
 



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