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Roleplaying Tips Weekly E-Zine Issue #67
Character Questionnaires Tips & Techniques, Part I
Contents:
This Week's Tips Summarized
Character Questionnaires Tips & Techniques, Part I
- Six Benefits Of Character Questionnaires
- Ten Methods & Options For Handling Questionnaires
- Avoid Overwhelming Your Players
- Custom Questions Vs. Generic
- Practical Questions Vs. Inspirational
Readers' Tips Summarized
- A Neat Home-Made Dungeon Tiles Recipe
- Use A CRPG World For Your Pen & Paper Campaign
- 6 Miscellaneous GMing Tips
Return to Contents
A Brief Word From Johnn
Character Questionnaires
We have so many great tips about character questionnaires
that I decided to make it a two part series. The GM Binder
tips have been bumped to Issue #69.
Next week we'll finish up our questionnaire tips as well as
provide a list of questions for you to build your own with.
Thanks For The Credits Feedback
Thanks for writing in with your opinions about giving credit
to tips submitters. Of the hundred or so responses, no one
said they would feel slighted if I rewrote their tips and
gave them credit for the submission.
For the sake of ease of organization and time, I'll include
tips credits at the end of each article. As always, your
ongoing feedback on this issue and on any issue about this,
er, issue, is welcome. :)
Next Week's Issue Early
I'm off to Vancouver Island this weekend to do a little
gaming with some long-lost friends. So, expect the next
issue a little earlier than usual.
I hope you find the time to game this week!
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Return to Contents
Character Questionnaires Tips & Techniques, Part I
- Six Benefits Of Character Questionnaires
PC questionnaires have a lot of benefits. If you don't use
them in your campaign now, then consider the following
things questionnaires can do:
- Provide plot hooks for current and future stories.
- Encourage roleplaying. There's more for players to work
with during the game, even if it's just player thoughts the
questionnaire provokes rather than information the GM
receives.
Also, after some development a player will regard their
character differently, which can make them more interested
and involved. A player who understands their character better
will get more enjoyment from your game.
- Have the players take their characters more seriously.
Who wants to lose a highly developed PC?
- Develop your stories, campaign and game world. Use the
information the players provide in their answers as ideas to
develop all aspects of your game.
- Tune your campaign to suit the characters and players
better. For example, you may notice a trend in background
details that reveals many of the PCs want to achieve fame
and fortune and return to their families/enemies as
saviors/avengers. You could then tweak your campaign
accordingly.
- Get the players thinking away from rules: "No longer did
we look at the party's cleric as four zaps of healing each
day. We saw the priest of a god forsaken in his homeland;
the priest who was cast away merely for keeping his faith."
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- Ten Methods & Options For Handling Questionnaires
There is a surprising variety of ways you can deal with
character surveys. Pick the type, or types, that best suit
your group and GMing style:
- Written. Written questionnaire and/or written responses.
Put all the questions in a numbered list to be answered on
other pages or in other media.
Or, if possible, allow space after each question for an
answer. This will help you associate questions with their
answers in the future--I currently have too many answer
sheets floating about in my GM binder without matching
questions.
- Verbal. You can verbally ask the questions and have your
players write out their answers. This lets you off the
hook for preparing an organized questionnaire. :)
You can also conduct an interview. You ask the questions and
take notes on the players' answers. I've done this very
successfully using a hand held tape recorder. The tape lets
you focus on listening rather than note-taking.
Verbal surveys have one distinct advantage over written ones
in that they can be dynamic. If an answer needs more details
or opens up some interesting possibilities, you can choose
to pursue that thread. Or, you can just move on to the next
item.
Also, players who dislike writing, or who might perceive a
questionnaire as an "icky test", will prefer the verbal
method.
A conversation gives players instant feedback about their
answers as well. They can see you nodding your head or
frowning in puzzlement, and they are able to ask questions
for clarification.
The drawback is that verbal questions usually make more work
for you--somebody needs to eventually record the information
on paper for your use and campaign consistency.
- Phone. This is an excellent method. It lets you do a
survey outside of precious game time, it's private, and
there's not the usual feeling of being rushed that can arise
at the game table.
- Email, online chat or instant messaging. These methods
have many of advantages of written and verbal communication,
and have all the benefits of a phone questionnaire. They
also create a data history on your computer for instant
reference, copying and pasting.
- During character creation. Many players prefer developing
their characters before the campaign starts, or to use the
process as a guide for choosing skills and abilities.
This does lengthen character creation though. To offset
this, focus on questions that would best help everyone get
the story or campaign rolling, and leave the rest for later.
- During the campaign. Assuming you're not playing a
one-shot game or a short story, feel free to slowly hand out
character questions as the campaign progresses. Some players
prefer to "feel out" a character for a session or two before
creating a detailed history or family tree. Other players
just want to see first if their PC is going to survive...
- Homework. Some players enjoy thinking, writing and
working on their characters between sessions. This is a
perfect way for them to do all three and help you at the
same time.
- At the start of the session and/or during breaks. Whip
out your questionnaire for players who have arrived early,
while food is being ordered or prepared, or while you are
setting up for the game. Breaks are another great time to do
some character development, either one-on-one or in written
form.
- Privately or publicly. You have a choice of dealing with
some or all of your questions as a group or on an individual
basis. Group time is pretty valuable though, because it can
be the only time everybody is together in one place--so
forget the questions and get the game going!
However, some questions might be fun for your players to
collaborate on and discuss together. For example, perhaps
the PCs are all family members, or the group's common origin
might be decided if it wasn't established at the beginning
of the campaign.
- Mandatory or optional. Many players show up just to
thrash the monsters and collect the gold. A character
questionnaire is the last thing they want to do. To avoid
upsetting these players, feel free to make your surveys
voluntary. One subscriber holds an opt-in "Challenge of the
week" for his players that is announced on his campaign web
site.
You can also put together a questionnaire and make some of
its questions optional or ask that "any 5 out of the 10"
questions be answered.
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- Avoid Overwhelming Your Players
If someone handed you one hundred questions to answer about
a fictitious person, you might become a little intimidated.
Try to make things easy for your players so that character
development remains a fun activity:
- Ask just a few questions at a time, or one to three per
session.
- Lump questions into logical groups and have players deal
with one group at a time (family, personality, job history,
and so on).
- Use some multiple choice and true or false questions. A
series of open-ended essay questions can be quite fatiguing.
- Start with easy questions, lead up to a tough question or
two, and then return to some easier questions.
- Give a generous deadline, or staggered deadline
("questions 1-5 for next session, 6-10 the session after
that").
- Mix-up serious questions (who is your worst enemy?) with
lighter questions (what do you keep in your pockets?).
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- Custom Questions Vs. Generic
Some questions can be given to the whole group at once. For
example, who were your parents? Or, what do you fear?
However, you can give your players a boost by asking
questions that are based solely on their character make-up
or from answers to their previous questions. Not only will
this make your players feel special, but it shows that you
are interested.
And it makes plot hooks and character information easier to
use in your stories because you will have a greater variety
to choose from. It might be awkward to have every
character's family involved in your current story, for
example, but not difficult to include one character's uncle,
another's employer, one's greatest fear and another's skill
with a rope.
One method for generating custom questionnaires is to
explore answers of previous surveys in greater detail.
You can also analyze the character himself for questions:
- Skills
- Attributes
- Race
- Social class
- Character class or job
- Religion
Look for anything that stands out about a character and
question it. How did you get to be so strong? What made you
become a mercenary? Why did you choose an double-headed axe
over a more traditional weapon, like a sword?
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- Practical Questions Vs. Inspirational
Heather Grove at www.burningvoid.com divides her questions
into two types: practical and inspirational.
Practical questions deal with standard information about the
character's day-to-day life and background. This information
doesn't change much during play and should be handled before
the game begins so players have ready answers for fast play.
For example:
- What is your character's name?
- What does he do for a living?
- What does he do in his free time?
- Where does he live?
- What does he own?
- Does he have family?
Inspirational questions help give players ideas and insight
into their character. They are deeper questions that can
drive your stories and make characters unique to their
players.
For example:
- Does your character's family have any secrets? If so, what
are they?
- What does your PC wish he could do that he can't?
- What jobs has he had? Why did he leave them?
- What are his dreams or ambitions?
- Do he have a best friend? What makes them such good
friends?
Some players might prefer practical questions over
inspirational ones, or the other way around. Try some of
both with your players and see how they react. Which
questions are answered first? Which ones do they put a lot
of effort into? And so on.
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Tip Request For Issue #69: "Putting Together The Ultimate GM Binder"
TIP REQUEST FOR ISSUE #69: "Putting Together The Ultimate GM Binder"
Next week will feature part two of the questionnaire tips,
which bumps the GM Binder tips to issue #69. Any more tips
on how you organize your notes and binders are welcome!
Send along any tips, charts, forms or pages to: johnn@roleplayingtips.com
Thanks!
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Readers' Tips Of The Week:
- A Neat Home-Made Dungeon Tiles Recipe
From: Philip, Auckland, New Zealand
Regarding one of your old issues, and props to use with
miniatures. We use miniatures a great deal, so we include
model trees, etc. to make the effect much more enjoyable
visually.
To preclude any arguments about movement during combat, etc.
I have manufactured my own "dungeon" tiles, which can be
used for above or below ground situations.
I used some old hardboard (about 3mm thick), cut into
squares & rectangles of various sizes. After scratching one
side I then covered it with a thin layer of builder's filler
(you know the stuff they use to fix holes in walls etc),
then using the edge of a ruler I made a grid pattern of 1"
squares.
After this it is a simple step to paint the tiles grey or
green (or whatever), then put a wash of a darker colour over
the top which brings up the lines. You now have eye-catching
terrain to move your miniatures around on without any
arguments about who can move where or how far.
Also everybody has a better spatial relationship so their
actions are more believable as a result. (These tiles are so
good that a friend of mine who has been DMing for years
wants to borrow them all of the time!)
If this method seems like too much hard work, why not go
down to your local material (cloth) shop, buy some nice
green, brown, grey or whatever coloured felt, cotton etc
takes your fancy, and draw lines in a grid pattern to
achieve the same effect as above.
- Use A CRPG World For Your Pen & Paper Campaign
From: Darrel V.
I play a game online called Ultima Online. I am trying to
get a role playing scenario going. Do you have any ideas, or
even a web site, that incorporates the role playing aspect
for Ultima Online.
[Johnn: through Darrel's request we have a great tip idea.
Take your favorite computer roleplaying game world and
convert it into your pen & paper campaign world.
If you know of a site that discusses Ultima Online
roleplaying, let me know and I'll pass the tip along to
Darrel. Thanks.]
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- 6 Miscellaneous GMing Tips
From: Rhiaghnoz
- Use PITs To Get Lazy Roleplayers Going.
If you have lazy (non-regular-gamer) players you have to
club together with a stick, and who are afraid of the Brain-
Pen-Paper-Roleplay combination to think up a PC, use PITs:
P Player
I Inventiveness / Imagination
T Trigger
s
An example: At the end of the session, a wise, revered, and
trustworthy person asks the PCs "Where did you grow up?
Please tell me, I want to know all about you." and the
session ends.
Ask your players to come up with notes and contact you about
them so next session they'll be able to talk with the NPC
about their pasts.
- Trigger Random Ideas With Random Words.
For unexpected ideas in worldwriting, storywriting and
winging-it, use Pictionary word cards or any 'random'
word/info source. Put a random word on a page, put it in
your world's context, and write any ideas around it,
connected by lines. Each time you hit something that your
world, adventure, etc. needs fleshed out, mark it to
brainstorm about later. Also mark anything you need to do
research for.
- Compare Your World To The Real World, And Vice Versa.
In order to create a realistic world, be critical. Ask
yourself "What would happen here if something like that
would happen?" Think logically, yet out of ALL earthly
boundaries (for example, do not use earthly calendars).
Keep 'explaining' your world to yourself, finding possible
reasons for anything, twisting science to fit into your
world. Research things like history facts and basic
psychology to come up with logical solutions and
consequences to what was, is, and will be in your world.
- Treat Monsters Like NPC's.
Just a few are zombies, and even they would not lack as much
personality as some GMs' NPCs I've been bored with.
- Use Wineglasses Filled With Counters To Represent Hit Points.
Gives overview for players & GM. When PCs have a lot of Hit
Points, use this only when they have a set number or
percentage left.
- Use Subtle Smells In Play.
When you (secretly) fart or stink in any way, wing-in
something appropriate (from gruesome horror to PC
vulgarity).
Air refreshing sprays could be nice for flowery sweet
encounters, so you won't have to describe the
-indescribable- smell.
Use a particular aerosol can /scentfor a very special person
in your world.
Be SUBTLE; don't overdo it, a puff = enough. Otherwise the
Gas Beast the PCs encounter next will be farting and burping
flowery fumes. Try explaining THAT to your -suffocating-
players.
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