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Roleplaying Tips Weekly E-Zine Issue #68
Character Questionnaires Tips & Techniques, Part II
Contents:
This Week's Tips Summarized
Character Questionnaires Tips & Techniques, Part II
- Beware Of Asking Tough & Important Questions Too Early
- Give Players Enough Information To Work With
- Use Questions About Campaign Situations To Help You Plan Better
- Reward Players For Their Time & Effort
- Set A Deadline
- Sources For Questionnaires & Inspiration
Readers' Tips Summarized
- Two GM Conspiracy
- Note Passing Tip
- Using Dreams As Clues
- Put A Dry Erase Board On The Table
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A Brief Word From Johnn
Questionnaire Delayed
Because of some last minute questionnaire submissions that
I'd like to include for you, and a shortened publishing
schedule this week, I thought I'd post the sample
questionnaire questions promised in Issue #69 instead. My
apologies for the delay.
Warm regards,
Johnn Four
Johnn Four
johnn@roleplayingtips.com
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Character Questionnaires Tips & Techniques, Part II
- Beware Of Asking Tough & Important Questions Too Early
A tough question can challenge your players. But a tricky
question too early might intimidate them, give them writer's
block or make them upset. While you might have lots of
easier questions later on in the questionnaire, your players
won't know that and they'll regard the whole exercise as
"work".
This would be especially disastrous if the question was
important and you were hoping for detailed, thoughtful
answers.
Also, some questions might have a logical sequence that you
should follow to make things easier for your players and to
generate higher quality answers.
So, warm the players up to the subject first with a few
lead-in questions. For example, before asking what a PC's
goals are, start with where the character has been. Then ask
what motivates him. Those answers will naturally build up to
a question about the character's future. And the players can
use their previous replies to fuel their response to the
"big question".
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- Give Players Enough Information To Work With
The more information your players have to work with, the
more specific or detailed their answers will be.
For example, you ask where each player's character is from.
If your group is not familiar with your game world and the
campaign area, the answers you will receive are going to be
very vague, like "a small village", or "a desert planet".
Try to give as much detailed information that you can make
available, and that your players can digest, as possible.
Some ways you can do this are:
- A short verbal introduction or presentation.
- Send your players to a campaign or informational web site
before game day. Help guide their research by providing
specific areas they should read.
- Lend out player-friendly published materials about your
game system or campaign world.
- Prepare a GM handout.
If you have enough free time before the game, a GM handout
might be the best option. And if you can arrange to see the
character sheets before the session then you can create
extremely useful, customized, information packages for your
players that they will definitely enjoy and draw
inspiration from.
Here are some ideas for unique information that you can
provide to players ahead of time so that they will respond
with fabulous answers:
You could look at things like:
- Region of Origin
- Race
- Class or job
- Knowledge skills
To develop a list of character knowledge about:
- Interesting locales
- Important, useful or unusual NPCs
- Monsters, aliens and other races
- Regional current events and sources of conflict
- Legends and lore about great battle sites, lost cities,
legendary heroes and incredible treasures
Mike B. of www.BayRPS.com inspired this tip, and he reports
another benefit of providing custom information to players
before giving them questionnaires:
"Another thing that I've noticed is that many times the
player will work his PC into some of the background that you
give them. For instance, one of my new players has taken
it upon himself to go on a quest for the bones of a lost
hero, the founder of his family House. Few people can resist
writing themselves into the limelight somehow, and this gives
the GM more fuel for his imagination and good plot lines to
follow with that PC."
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- Use Questions About Campaign Situations To Help You Plan Better
Your questions don't all have to focus on character history,
family and personality. You can use questionnaires as a GM
tool to help you anticipate in what direction your campaign
will head over the next few sessions.
For example, you could provide questionnaires about:
- Hypothetical situations to gauge character reactions for
real situations you have planned.
- Character feelings about different aspects of the campaign
(such as villains, story lines, plot hooks). Strong feelings
about something can mean future/continued interest in it.
- Character theories, speculations and assumptions about
what's happening in the story. Depending on your campaign
style, use this info to prevent time consuming false leads,
or to get great ideas from.
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- Reward Players For Their Time & Effort
For some players, the questionnaire is its own reward. They
enjoy the exploration process and learning more about their
character.
For other players though, they might like some encouragement
or a thank you in some tangible form for their time and
effort. Here are a few ideas that will not unbalance your
campaign:
- A small experience point, skill point or character point
award.
- Allow free character additions that are based on the
answers (within reason), such as pets, useful allies, a
windfall, and so on.
- Don't kill off the family members, dependants and allies
that the players create.
- Use the plot hooks and story ideas they provide.
- Hand out campaign or world secrets that are naturally or
logically revealed by the responses.
- Give future considerations. Allow characters to draw upon
resources and knowledge they established in their answers
(with your approval) during the game. Create stories that
specifically involve this kind of information.
- Give them additional, customized information based
directly on their answers.
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- Set A Deadline
If you have any form of takeaway questionnaire a deadline
is crucial. It lets everyone know exactly how long they have
to procrastinate. :)
Without a deadline, the questionnaire process can get
dragged out because real life tends to change priorities
away from the game table.
Also, if you use game time for questionnaires, set time
limits to help players pace themselves.
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Tip Request For Issue #70: "Dealing With Absentee Players"
What do you do when a player doesn't show up? It's happened
to all of us, and can put us in a tough spot on game night.
Do you go ahead with the session? What do you do with the
absentee player's PC? Have you developed house rules or
policies about this?
And, do you have any tips on preventing absenteeism in the
first place? Rewards for attendance, penalties for no-shows,
and so on.
Finally, some GMs, like those in the military, have no
option but to deal with regular absenteeism. Do you have any
advice for them on creating a flexible campaign structure or
gaming style to accommodate this?
Send your tips and advice to: johnn@roleplayingtips.com
Thanks!
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Readers' Tips Of The Week:
- Two GM Conspiracy
From: Eric F.
Work with another GM.
One of my fondest game memories was when my friend and I
both ran games (with no overlap of players) that were two
teams working against one another.
His game was on Fridays, and mine was on Saturdays. He
played in my game, and I played in his. None of the players
knew what was going on, and it worked like a charm. One
player in his game decided he wanted to infiltrate the rival
group, so we let him in on the secret, and he joined my
game, as well.
The two groups finally met face-to-face at the climax of the
game. Both sets of players gathered on Friday to play
through the final portion of the campaign, with my friend
and I splitting the GMing duties, and periodically tagging
off to one another.
It was a lot of fun, and expanded the gaming circles for
both groups--my friend and I had previously been the only
crossover.
- Note Passing Tip
From: Mark W.
I was just trying to think of a way to pass a note to one
player without everyone else saying "Hey the GM is passing a
note to John, there must be something going on!" and I came
up with a pretty clever solution.
Take a 3"x5" card for each player, and fold it in half along
the long axis, making a 3"x2.5" tent. Write the character's
name on the outside. Whenever you need to pass a note, have
_all_ the players hand in their name cards. You can write a
post-it note to the player(s) involved, stick it on the
inside of the tent and pass them back. For protective
coloration purposes, you should probably put post-its in
several cards, to diffuse any suspicion.
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- Using Dreams As Clues
From: Arthur D.
I found that a great way to deliver clues was by writing out
“mystic dreams” for my characters, an idea I got from one of
the GM e-zines I’m reading.
I buried the clues in the dream imagery, and had a different
dream for every character. Though the dreams were mostly all
linked, they were deeply personalized for the characters’
own back-stories, setting tone and that good old “sense of
wonder.”
They arrived for the first gaming session and found the
dream documents waiting for them in their envelopes. When
play started they quickly began discussing their dreams and
comparing notes. This had the advantage of driving role-
playing very directly, and this for a first session of a new
group who’d never played much less met each other before!
They all loved the fact that their characters were having
“True Dreams” which is super in a heroic fantasy context,
and it drew them deeper into their sense of character. I
had one player tell me it had the hair on the back of his
neck standing up!
And hey, it allowed the writer side of me off the leash,
using all manner of techniques like symbols, simile,
metaphor, and divine colloquy. I am going to make these
types of out of game tools a regular part of my campaign,
because it was an even more powerful GM tool than I had
expected.
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- Put A Dry Erase Board On The Table
From: Line Walker
Johnn,
I've considered placing a white/dry erase board on top of
the table, to use as it's surface. I have yet to try it out,
but it ought to cut down on the clutter of paper on the
table (Just write on the table), which seems to distract my
players, and it make it easier for me to ad-lib maps
directly on the table if they head in a direction I hadn't
expected...
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