This is the email I sent my group after we completed Keep on the Shadowfell, asking for feedback:
[sblock]Firstly, I thought you'd all be pleased to know that my "Evil Villain Voice" has managed not to completely wreck my throat this morning, although I think the Strepsil I had on the way home might have helped. I can also confirm that everyone should level their characters up to 4th level before the next session.
Thank you all for a great session last night, I enjoyed it. As we've come (more-or-less) to the end of Keep on the Shadowfell, I'd like to get some feedback on how things have gone in the game. I appreciate that the module isn't quite over (for a start, that portal that Kalarel just got pulled into is making some strange rumbling noises and there are trails of necrotic lightning crawling across it), but with next session planned to be much more full of role-playing (victory celebrations, rewards, travelling to Fallcrest, Quest rewards, plot hooks, travelling to Thunderspire Mountain etc) this seems a good time to round up on mechanical issues.
I'd like to offer my own thoughts on how I feel I've been doing as a DM first, and then ask yours. I think I can get a lot better (and that the later modules will help with that), so any constructive criticism that you can offer would be fantastic, and accepted in good humour.
Speed of game: I really appreciate that last night I was pushing the game very fast, and that it was probably too fast and as such, lacked a bit of detail and explanation. I really wanted to get both fights done within the three hours that we had to do them in, and with the first one taking longer than I'd hoped it didn't quite happen. I'll get better at pacing these things (with 8 players it does just take longer to resolve fights!), and I also need to work on not getting frustrated when the players are taking longer than I'd like, as I'm sure it doesn't help you. From now on, I'm going to try and relax a lot more and let the game go slower. There's more variety in the modules from now on – I haven't seen any other examples of such a long dungeon crawl as the Keep.
Combat / RP split: I think KotS has waaaay too much combat, much of which doesn't make a lot of sense. Again, this does improve as we go along, but I'm going to do more preparation on the encounters being solvable by diplomacy or other skill usage (or perhaps by bribery?) so that you all don't feel like you have to fight everything you come across. I know many of you enjoy lots of fighting, but I want to stretch myself out a bit more and offer some more variety.
Saying "Yes" as a DM: Martin made an interesting comment last night, when I was thinking about whether you could destroy one of the chains leading to the lower level. My instinctive response was "no", but when I thought about it I could have said yes. What I need to do, again, is think about some options ahead of time on this sort of thing – and possibly make them clear to you at the start of a combat encounter. Also, I'll try and make sure that I offer an alternative to what you're suggesting if there is a reason I don't want to say yes to the first thing.
Encounter dressing and furniture: I fell back a lot on "it is what you see" and pointing at the map, rather than giving better description. Apologies for that – I'll get better.
I may email again later in the day if I think of anything more. Last night was great fun for me (go Team Halfling!), even though on the way home I realized that Kalarel should have teleported to that magic circle a LOT earlier (as he could have done). Still, you achieved your goal, the villain is toppled, and all is (nearly) well with the world. I really look forward to Joe's write-up, and onwards with the next session.
Please let me know your thoughts regarding my DMing. As I said, I'm keen to learn and get better, and also to tailor the game better to my players, so any and all information you can give me will help the game as a whole.
James – thanks for your email, some really interesting comments in there. I know you're leaving in May, and I can safely say that we're going to miss you.
Last thing as I remember – I'm offering an amnesty for character change at this point. Anything you want to do to change your character (changing ability scores round, retraining powers or feats, or even completely re-working them from the ground up including changing class) is OK by me if you can email me to talk about it. I look forward to your responses![/sblock]
I got a lot of feedback on this, and I think it was because I laid out the issues that I was concerned with in my own DMing and asked them to comment, rather than just asking for "feedback" without giving details of what that meant.
So that's my advice - lay out what issues you want them to talk about and how you feel about them, and ask them to come back to you on that. It gives players a frame of reference in which to talk and not feel like they're the only ones that care about something.
The other thing I'd suggest is to get into the habit of sending out a quick email the day after a game, mentioning if there is anything that you thought went particularly well or badly. That way, whilst it's still fresh in everyone's minds, you can get some commentary.
Hope this helps - getting feedback is really useful as a DM.