Kol Korran
2011-11-20, 03:11 AM
so, soon we'll have our last meeting of a long lasting campaign (for my group at least). i got most of my impressions of the game from the gaming sessions themselves, but i want to put a questionnaire to the group. why? mainly two purposes:
- perhaps learn better what worked and what didn't, what could be improved, that sort of thing.
- sort of a nice "wrap up" of the entire campaign.
Edit: i made a new, shorter questionnaire down below. just scroll down to "End of the Campaign quick questionnaire"
i have a sort of a format thought out, but i'd like the playgrounders thoughts- what to add or to omit or to change. in Italics are things i write, bot directly in this form in the questionnaire.
------------------------------------
short opening
1) Campaign Highlights and Downfalls: before beginning to view the details, can you tell me 3-5 (or more?) things that really stood out for you in the campaign? for better or worse. Is there anything that made your day? Anything that really bugged you? If something worked well- why? If something didn't- why? And what would you suggest to improve it?
(this may includes specific encounters, Campaign or adventure long themes, Party dynamics, Character's development, specific house rules and/ or mechanics, NPCs, monsters, PCs, pace in game, pace in real world, and so on…)
The idea is to get the most vivid impressions of the game.
2) Campaign general aspects and themes: I tried to have some general ideas in mind, that I thought would be important for the campaign. How do you feel these worked out?
in the actual questionnaire i'll add more campaign specific issues. the ones mentioned here are more general ones. if you think of adding any, please tell me!
- "High heroic fantasy": other than the first chapter or two, the characters were already involved in major events, their efforts were to matter. They went to strange exotic locals, met strange foes, strange magic and their adventures were meant to be epic in scale. Did you feel as heroes? Or not?
- "Listen and discuss": I aspired to not be set in my rules, to hear out players' arguments and ideas, and try to decide things in a logical sense, serving "spirit of cool" and game balance equally. Did you feel heard? Regarded well or mistreated?
- "Choices, Decisions and consequences": there were several routes at certain points in the campaign. And (I hope) the players felt mostly free to explore. But each decision has it's consequences, for better and worse. Was that felt?
- "Actions matter": related to the previous topic, I wanted to make sure the players actions mattered, and not confined "to the plot" (some call that "railroading") if the players did anything unexpected, then that matters, and should be felt. The DM can respond, but not by making the player's effect null. How did you feel?
- "Character development and expression": though the burden of this is mostly laid on the players, it's the DM's job to present "opportunities" for character growth development, and places to express itself (by any way the player wishes to express himself). Did you feel you had a voice? A stage to play on? Did your character/s evolve? Or were you silenced/ ignored/ weren't given ample opportunity? What do you think could have helped this issue?
- "Group dynamics": I decided to refrain from intervening in this, and let the group (players as well as characters) develop their own thing. How did that work?
- "Challenge": though I tried to construct challenging battles (not my strong suit), I tried to focus on SITUATIONS, instead of just ENCOUNTERS. Some time there was a siege, sometime there were overwhelming odds, sometime a puzzle dungeon, sometime a weird situation you couldn't quite figure. I also strove to keep a few options (not of the same difficulty) to approach each situation. Did this work for you? Did you feel challenged? Poorly challenged? Over challenged? Which worked better? Which worse?
- "The enemy's plan is in motion": from the start, I wanted the group to feel in a sort of an arms race. The enemy is progressing, moving, not just waiting for the party to get to it (the ritual in the Mournland is an exception). Did you feel the enemy was active, not just laying around? Was there a feeling of pressing time?
- "Connectivity": I wanted the campaign to feel like a fully connected campaign, not just a "string of adventures". Did you feel an over all purpose? If so, what contributed most to it? If not, what could have helped?
- Any other aspect you felt was present in the game? Anything you'd like to add? Remove?
3) Rules of the game, mainly ones pertaining to characters: how did you feel about the following rules of fun, complexity, variability, balance, and what it brought to the game? Were they implemented well?
here is mainly detail some of the more major and play affecting house rules.
4) Going in detail: i'll give you a short description of each of the chapters (i divided the campaign into "mini adventures", each focusing on another place and goal). a more detailed description (and my own thoughts) can be found in the campaign log, but is not necessary. For EACH chapter (interludes are not necessary) try to recall how you felt in it, and any specific things that stood in your mind. Again, it's for better or worse. Great moments, scary moments, funny moments, lousy moments, angry moments. It's all good.
This part has two purposes. first the "wrap up/ trip down memory lane" i mentioned at the start, but also get a more focused observation of the chapters from a campaign long overview. there are 9 chapters overall.
i worry that this might be a tad too long, but i hope the players will cooperate)
5) Favorite in character and out of character quotes/ moments: basically, anything people said that made the experience better- funny? Smart? Inspiring? Enlightening? Causing groans from the table/ DM/ particular character? They all belong here! (These includes certain looks, gestures and the like)
6) Any regrets? Missed opportunities, chances and more.
7) End of the Campaign thoughts: now that you've went through all the chapters and questionnaire, do you have any final thoughts? Any "closing words" from you or your character? Any thoughts for his/ her future? If they survived...
------------------------------------------------------
so... thoughts? comments? ideas? :smallconfused:
(search word: tomer)
- perhaps learn better what worked and what didn't, what could be improved, that sort of thing.
- sort of a nice "wrap up" of the entire campaign.
Edit: i made a new, shorter questionnaire down below. just scroll down to "End of the Campaign quick questionnaire"
i have a sort of a format thought out, but i'd like the playgrounders thoughts- what to add or to omit or to change. in Italics are things i write, bot directly in this form in the questionnaire.
------------------------------------
short opening
1) Campaign Highlights and Downfalls: before beginning to view the details, can you tell me 3-5 (or more?) things that really stood out for you in the campaign? for better or worse. Is there anything that made your day? Anything that really bugged you? If something worked well- why? If something didn't- why? And what would you suggest to improve it?
(this may includes specific encounters, Campaign or adventure long themes, Party dynamics, Character's development, specific house rules and/ or mechanics, NPCs, monsters, PCs, pace in game, pace in real world, and so on…)
The idea is to get the most vivid impressions of the game.
2) Campaign general aspects and themes: I tried to have some general ideas in mind, that I thought would be important for the campaign. How do you feel these worked out?
in the actual questionnaire i'll add more campaign specific issues. the ones mentioned here are more general ones. if you think of adding any, please tell me!
- "High heroic fantasy": other than the first chapter or two, the characters were already involved in major events, their efforts were to matter. They went to strange exotic locals, met strange foes, strange magic and their adventures were meant to be epic in scale. Did you feel as heroes? Or not?
- "Listen and discuss": I aspired to not be set in my rules, to hear out players' arguments and ideas, and try to decide things in a logical sense, serving "spirit of cool" and game balance equally. Did you feel heard? Regarded well or mistreated?
- "Choices, Decisions and consequences": there were several routes at certain points in the campaign. And (I hope) the players felt mostly free to explore. But each decision has it's consequences, for better and worse. Was that felt?
- "Actions matter": related to the previous topic, I wanted to make sure the players actions mattered, and not confined "to the plot" (some call that "railroading") if the players did anything unexpected, then that matters, and should be felt. The DM can respond, but not by making the player's effect null. How did you feel?
- "Character development and expression": though the burden of this is mostly laid on the players, it's the DM's job to present "opportunities" for character growth development, and places to express itself (by any way the player wishes to express himself). Did you feel you had a voice? A stage to play on? Did your character/s evolve? Or were you silenced/ ignored/ weren't given ample opportunity? What do you think could have helped this issue?
- "Group dynamics": I decided to refrain from intervening in this, and let the group (players as well as characters) develop their own thing. How did that work?
- "Challenge": though I tried to construct challenging battles (not my strong suit), I tried to focus on SITUATIONS, instead of just ENCOUNTERS. Some time there was a siege, sometime there were overwhelming odds, sometime a puzzle dungeon, sometime a weird situation you couldn't quite figure. I also strove to keep a few options (not of the same difficulty) to approach each situation. Did this work for you? Did you feel challenged? Poorly challenged? Over challenged? Which worked better? Which worse?
- "The enemy's plan is in motion": from the start, I wanted the group to feel in a sort of an arms race. The enemy is progressing, moving, not just waiting for the party to get to it (the ritual in the Mournland is an exception). Did you feel the enemy was active, not just laying around? Was there a feeling of pressing time?
- "Connectivity": I wanted the campaign to feel like a fully connected campaign, not just a "string of adventures". Did you feel an over all purpose? If so, what contributed most to it? If not, what could have helped?
- Any other aspect you felt was present in the game? Anything you'd like to add? Remove?
3) Rules of the game, mainly ones pertaining to characters: how did you feel about the following rules of fun, complexity, variability, balance, and what it brought to the game? Were they implemented well?
here is mainly detail some of the more major and play affecting house rules.
4) Going in detail: i'll give you a short description of each of the chapters (i divided the campaign into "mini adventures", each focusing on another place and goal). a more detailed description (and my own thoughts) can be found in the campaign log, but is not necessary. For EACH chapter (interludes are not necessary) try to recall how you felt in it, and any specific things that stood in your mind. Again, it's for better or worse. Great moments, scary moments, funny moments, lousy moments, angry moments. It's all good.
This part has two purposes. first the "wrap up/ trip down memory lane" i mentioned at the start, but also get a more focused observation of the chapters from a campaign long overview. there are 9 chapters overall.
i worry that this might be a tad too long, but i hope the players will cooperate)
5) Favorite in character and out of character quotes/ moments: basically, anything people said that made the experience better- funny? Smart? Inspiring? Enlightening? Causing groans from the table/ DM/ particular character? They all belong here! (These includes certain looks, gestures and the like)
6) Any regrets? Missed opportunities, chances and more.
7) End of the Campaign thoughts: now that you've went through all the chapters and questionnaire, do you have any final thoughts? Any "closing words" from you or your character? Any thoughts for his/ her future? If they survived...
------------------------------------------------------
so... thoughts? comments? ideas? :smallconfused:
(search word: tomer)