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What questions should I ask to get good feedback as a DM?
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<blockquote data-quote="Thunderfoot" data-source="post: 3481774" data-attributes="member: 34175"><p>Another thin is to ask 'essay answer' only questions - </p><p>"What did you think of the game today?" any one word or small phrase answers can then be used to ask further questions EX</p><p>WDYTOFTGT? - Eh, it was ok. Hmm, only ok, what didn't you like?...</p><p>(This is usually enough to push them over the one word answer brink)</p><p>or </p><p>"What do you think the strengths and weakness of the game today were?"</p><p></p><p>For more specific questions:</p><p>"What did you think of the interaction of the party today?"</p><p>"Did you feel that the plot advanced at a decent pace?"</p><p>"What do you think could improve the game sessions?" (This always gets an answer)</p><p>"How can I improve the game in your eyes?" (Also a guaranteed answer getter)</p><p>"If you could alter one aspect of the campaign, what would it be and why?"</p><p></p><p></p><p>These types of questions get to the heart of the matter without pussyfooting around things it also identifies when a player is being selfish ("I didn't get the uber leet sword, Dave did" "regardless of the fact that the player has three already and Dave doesn't have one) or is a potential problem player (but don;t jump the gun here). It helps if you have a notebook handy to take note of important things, including 'rediculous' requests like more magic, less monsters, easier challenges (assuming you're not rolling out Adult Red Dragons against third level characters and giving them 2 coppers for treasure afterwards). Always have them explain WHY they feel the way they do. Without the explaination, all you are ever going to get is surface answers that never dig to the heart of the matter.</p><p></p><p>Hope this helps. Happy Gaming</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 3481774, member: 34175"] Another thin is to ask 'essay answer' only questions - "What did you think of the game today?" any one word or small phrase answers can then be used to ask further questions EX WDYTOFTGT? - Eh, it was ok. Hmm, only ok, what didn't you like?... (This is usually enough to push them over the one word answer brink) or "What do you think the strengths and weakness of the game today were?" For more specific questions: "What did you think of the interaction of the party today?" "Did you feel that the plot advanced at a decent pace?" "What do you think could improve the game sessions?" (This always gets an answer) "How can I improve the game in your eyes?" (Also a guaranteed answer getter) "If you could alter one aspect of the campaign, what would it be and why?" These types of questions get to the heart of the matter without pussyfooting around things it also identifies when a player is being selfish ("I didn't get the uber leet sword, Dave did" "regardless of the fact that the player has three already and Dave doesn't have one) or is a potential problem player (but don;t jump the gun here). It helps if you have a notebook handy to take note of important things, including 'rediculous' requests like more magic, less monsters, easier challenges (assuming you're not rolling out Adult Red Dragons against third level characters and giving them 2 coppers for treasure afterwards). Always have them explain WHY they feel the way they do. Without the explaination, all you are ever going to get is surface answers that never dig to the heart of the matter. Hope this helps. Happy Gaming [/QUOTE]
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