Roleplaying Tips Weekly E-Zine Issue #305
Getting Player Feedback
Contents:
This Week's Tips Summarized
Getting Player Feedback
- Ask For An NPC List
- Ask For Sub-Plots
- Ask For Plot Arcs
- Ask For Boundaries
- Resolving Contradictory Plot Ideas
Readers' Tips Summarized
- Campaign Newsletter Example
From: Allyson Y.
- Online Names Resource
From: Webmaster
- Buy Low/Sell High - Mechanics For Trade in RPGs
From: Mike Bourke
- Teach 'Em Young
From: Leslie Holm
- Immersive Session Starts
From: Dave McKay
- Fractal Props
From: Dominique Michaud
- Sample Tarot Readings For Games
From: Lea H.
- Use Balance For Height Considerations
From: W. Kent Taylor
- Use Chess Sets For Minis
From: Simon & Tess Moore
- Dice and Diceless: One Designer's Radical Opinion
From: Mischa D. Krilov
Return to Contents
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Return to Contents
A Brief Word From Leslie
Basilicus: Free Fiction, World Building, and Games
Basilicus is a massive one-stop resource for all your
fiction needs. If you read, write, create, world-build,
develop games, play games, role play, or create fiction-
based artwork or comics, check this site out.
Treasure Tables Contest
Treasure Tables is holding a forum membership contest with
prizes.
You can find contest details here.
Cheers,
Leslie Holm
eisel at nctv.com
Return to Contents
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Return to Contents
Getting Player Feedback
A guest article by Mike Bourke, Sydney, Australia
Players should impact the direction and content of the
campaign. However, good feedback can be hard to find. Some
players are uncomfortable criticizing the GM, who puts more
work into the campaign than anyone else. Others prefer to
wait and see where the GM is going. Some have trouble
articulating exactly what is right and wrong, what they like
or dislike.
In addition, some referees don't take criticism well--the
amount of effort they invest in a campaign tends to make
them defensive.
What's needed is a mechanism for generating positive
feedback to the referee:
- Feedback that helps him direct his efforts and steer the
campaign in the direction the players want.
- Feedback that's not focused on what's already happened,
but on what's going to happen next.
This article is intended to provide such a mechanism.
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1. Ask For An NPC List
Ask each player to list 3-5 NPCs they want to see more of in
the campaign. These NPCs can be existing ones identified by
name, or can be new ones identified by role.
With each, there should be a line or two of commentary about
what part the NPC would play in the campaign. This could be
the villain that everyone loves to hate, a girlfriend's ex-
boyfriend, or a mysterious vizier who keeps popping up and
leaving significant-sounding riddles for the PCs to solve.
For example, one player once suggested to me it was about
time another player's PC married his girlfriend. Everyone
had lots of fun when the girlfriend trapped the PC into
proposing.
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2. Ask For Sub-Plots
For Their PC
Ask each player to list 3-5 short-term subplots they would
like _their character_ to be involved with. One of my
players once wanted to lose his favorite fishing lure and
spend the whole session searching for it. I used the idea as
a plot hook, leading into a little story of obsession and
how far someone would go in pursuit of something most people
would consider trivial, in this case, a fishing contest.
For Another Character
Also ask each player to list 1 or 2 short-term subplots they
would like to see _another character_ be involved with. The
other character could be a PC or an NPC. One of my
characters once suggested that a billion year old artificial
intelligence NPC had had a lot of time to muse, and that a
book of philosophy by him might be worth reading.
Through a number of subplots, that book (the first of 25
volumes of about 10,000 pages each) was eventually published
and became the foundation of a new cult, which then became
the superhero team's primary source of income for a time,
raising a whole slew of thorny issues for the players to
resolve when certain passages were misinterpreted.
How _did_the characters feel about taking money derived from
a cult who practiced kidnapping and brainwashing? And if
they put a stop to it, where would the team's financing come
from?
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3. Ask For Plot Arcs
Ask each player to list 1 or 2 long-term plots they would
like the whole group to be involved with. This could be
anything from stepping up the war against drugs to
overthrowing the evil king. It should be something that will
have long-term repercussions for the PCs and the game world.
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4. Ask For Boundaries
Ask each player for 1 or 2 things they _don't_ want to have
happen to their characters. These should ignore the obvious
- most players don't want their characters killed, for
example. Is there a direction that the players definitely
don't want to go in, a merry-go-round that they definitely
want to get off?
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5. Resolving Contradictory Plot Ideas
Once the GM receives this input, he can start integrating
player requests with existing plans. The result is a more
equitable balance between GMs and players in the future of
the campaign - and no hurt feelings to contend with.
Of course, there is always the risk of contradictory
requests. Resolving these is not as difficult as it may
appear. There are, in general, three types of contradictions
to be considered:
1) NPC development
2) Campaign style
3) Plot focus
1) NPC Development
Two types of possible contradiction spring to mind. The
first relates to NPC involvement, where one player wants to
see more of a given NPC and another wants less.
This often indicates the NPC's personality is not
sufficiently developed, or the NPC's plot involvement is
monotonous. The NPC's full range is not being shown, or it
doesn't have enough range to reveal.
Resolution: have the NPC focus on the character of the
player who requested to see more of him, and in a different
way to what has been seen thus far.
For example, there might be an overbearing, overzealous
general who is perpetually jumping to conclusions and acting
hastily. One player might find these antics amusing, another
might be tired of the same thing happening time after time.
Having the overzealous general begin a romantic pursuit of
the character whose player was amused changes the NPC's role
in the campaign, and focuses the NPC on the player who wants
to see more of him, while at the same time giving the player
who wanted to see less of the NPC reduced interaction.
The other type of contradiction occurs when one player
suggests such an NPC role change while another player wants
things to remain the same.
This is not a contradiction--the NPC should be able to do
both at the same time. If he can't, the NPC will have to
come to terms with two mutually exclusive desires, just as a
PC (or a real person) would. The result will be character
development that keeps the NPC fresh and interesting.
It's worth noting that, when two plot suggestions are
unrelated, the referee can generate lots of entertainment
for all concerned by arranging matters so there _is_ a
contradiction. It's even more fun if that contradiction is
in what a PC wants, rather than an NPC.
For example, you have player who wants to highlight his PC's
obsession with protecting of woman and small children?
Introduce an 8-year old evil genius. Will the PC let him
escape, or rescue him if required? How will the other PCs
and NPCs react? How will the evil genius react?
2) Campaign Style
These contradictions are more significant, at least on the
surface. For example, one player wants more puzzles, one
wants more combat. Perhaps one player wants longer plotlines
while another wants shorter ones and more, final
resolutions.
Like the NPC contradictions we looked at, resolve campaign
style contradictions through creative combinations and
mixes.
For example, you could resolve the first contradiction
mentioned by introducing monsters where one character has to
puzzle out how to defeat the enemy while others keep it
busy. Simply adding a conflict to puzzle situations--with
some time critical element to the puzzle so that it can't be
ignored while the enemy is dealt with--would keep both
players happy.
The potential solution to the other example is using
episodic scenarios, each of which leads to a new problem,
and, hence, a next scenario. This format has been around
since the adventure serials of the 1930s. Go watch the
Indiana Jones movies, or the Babylon-5 TV series, for ways
of implementing the combination.
3) Plot Focus
These are the most difficult contradictions to resolve. For
example, one character wants to get more involved with
thwarting the drug trade, while another wants more deep-
space adventures.
They are also the most provocative of creativity on the part
of the referee. Once again, the requests are not
incompatible; the actual problem lies in the assumptions at
the root of the implementation of the two requests. Identify
the assumptions that are in conflict and the rest takes care
of itself, with effort and ingenuity.
Resolving the example problem requires identifying the key
assumptions in conflict--that the drug trade is a
terrestrial problem, and deep space adventures aren't. To
implement both, link the drug trade to a deep-space
situation, which could be an X-Files-like conspiracy with
the drug trade being used to soften humanity up, or to
funnel wealth off-planet, or whatever.
Perhaps the reason law enforcement efforts against the drug
trade have been unsuccessful is because department funds are
needed to finance a secret war against would be alien
invaders.
Resolve the assumptions and you suddenly have substantial
plotlines jumping out at you.
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Readers' Tips Of The Week:
1. Campaign Newsletter Example
From: Allyson Y.
I've created an in-character newsletter to enhance
plotlines. This can take many forms. For instance, if the
characters take action that affects their world, it will be
in the paper. If the mayor of the city is involved with
vampires, the paper might report how oddly the mayor is
acting, etc.
All the latest vamp news is in code, and it has articles
about the Red Cross worried about blood shortages, and the
increase in Caitiff and thin-blooded vampires.
Here's a copy, with the code below, so you can see what I'm
talking about: Word 1.3 MB.
Sith Karamel is a Malkavian that the PCs had come into
contact with. "Club" is the Succubus Club, an infamous
vampire club that White Wolf wrote about.
Blood Money Code
- Camarilla: good guys
- Prince: Prince Charming
- Primogen: Seven Dwarves
- Brujah: punks
- Ventrue: stockbrokers
- Tremere: wizards
- Toreador: artists
- Malkavian: loonies
- Gangrel: riffraff
- Nosferatu: rats
- Sabbat: bad guys
- Lasombra: Shadows
- Assamite: assassins
- Independents: undecideds
- Salubri: tri-views
- Humans: Doggy Bags
- Clanless: Orphans
- Thin-blooded: Water babies
- Book of Nod: Bible
- Gehenna: Armageddon
- Golconda: heaven
- Diablerization: eating
- Infernalists: satan worshippers
- Auspex: ESP
- Potence: Superman strength
- Presence: charisma
- Fortitude: toughitude
- Thaumaturgy: magic
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2. Online Names Resource
From: Webmaster
I came across your website and thought our site might be of
interest to you and your site visitors in thinking of names
for RPG characters:
Baby names resource on the origin, meaning, and popularity
of first names.
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3. Buy Low/Sell High - Mechanics For Trade in RPGs
From: Mike Bourke
Some time ago, I was a player in a Traveller campaign in
which trade became the vehicle used to carry us from
adventure to adventure, i.e., buying things in place "x" and
selling them in place "y" for a profit. Much to the group's
surprise, we found that there were no game mechanics for
handling this relatively mundane pursuit.
I resolved to write some simple rules when, looking into how
other game systems had handled this, I found that no system
had rules for this.
The link below is to the rules I wrote. While they were
intended for use with Traveller, they are generic in nature
and can be adapted to deal with any game system and any
setting. Substitute words like "Country" or "City" or
"Village" for "Planet" or "Star System."
The general practice is still buying low, moving the goods
to somewhere where you think you can get a better price, and
trying to sell them. Anyone who has an RPG where players try
to buy and sell things--even things they have looted from
dungeon hoards--will hopefully find them useful.
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4. Teach 'Em Young
From: Leslie Holm
Write With Flair
When my children turned 9 or 10, I introduced them to
roleplaying. They could read and write, and understood, to a
degree, the different races and classes and what to do in
different situations. I still had to help them figure out
what dice to roll each time, and when they could use bonuses
and other intricacies of Dungeons and Dragons. Way back
then, that was our only choice for roleplaying.
The times, they are 'a changin'. The 2 and 3 year olds who
are under my feet all day are now learning to roleplay. Did
I hear a chorus of 'impossible'? Not at all. Remember the
old 'Choose Your Own Adventure' books? Any fairy tale or
children's book can become an adventure in making choices
and roleplaying different situations.
Try it with Hansel and Gretel. Read aloud as far as the
father abandoning the children into the woods. Then put down
the book, and ask your young charges, "Behind you is the
trail of bread crumbs you left, which will guide you back
home. Ahead you see a path, leading to a house made all of
gingerbread and candy. Where do you want to go?" The
children make a choice (obviously the gingerbread house),
and a consequence of their action is that the birds eat up
all the breadcrumbs, leaving the kids without a trail home.
They have just learned that for every action, there is a
reaction.
Sometimes you can diverge so far from the story, you will
find yourself creating a whole new one, based on choices and
decisions your children have made. You are now the GM to
your children's characters. As they grow older, you can
begin to introduce dice. Start small, with 1d4. Explain
that there is a different consequence depending on which
number they roll. If it's a one, they will stick to the
breadcrumb path. A 2 will lead them to the gingerbread
house. Rolling a 3 leads them in a totally different
direction, and a 4 brings a new character to talk to them.
Once they've mastered narrative roleplaying, teach them how
to create their own characters. Have them choose their
favorite character in a book. Decide what makes that a
special character to them, and have them incorporate some of
those traits into their own.
Now as you roleplay with your children, with a book or
without, teach them how to make decisions based on the
character traits they've developed. Your 5 year old likes
Snow White because she's pretty and kind to the dwarves. Now
she must use kindness in different situations. When she
meets the queen masquerading as an old woman, your child's
character must treat her kindly, even though the child knows
the old woman is evil.
It won't be long before your little one is creating
characters who can get out of familiar situations, but then
don't we all create characters who are as powerful as
possible?
As the child progresses in each of the steps, add more and
more rules to the mix. By the time you have teenagers,
you'll have ensured you always have someone to game with--at
least until they find their own cyberpunk gaming group, and
leave you behind with your D&D.
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5. Immersive Session Starts
From: Dave McKay
re: Roleplaying Tips Issue #304: How To End A Session
To immerse players at the beginning of a session we do the
following:
- After the socializing and visiting, I call that the
session is beginning.
- I ask the players to recap to the group the last
session's events as they remember them. Most of my players
keep a character journal of sorts and they will use this,
quoting from their writings. This can be quite entertaining
and engaging, especially if a player writes well enough to
fit the character.
As an example, we have a self-absorbed, somewhat egotistical
bard. The player's journal captures this and we all enjoy
listening to "Sigurd the Magnificent" and his take on
events. Having players keep their own journals is a great
way for them to keep involved and maintaining a character
memory.
- We have a house rule that involves something known as
"Campaign Points." I can award these to PCs who maintain
journals and contribute to a good session start. I do not
award these on writing ability or story telling--it is the
effort I like.
- I have made several CDs of gaming music. By playing these
the players also know that the session is underway.
As far as the dilemma of a player not being able to attend a
session, our house rule is that we will continue with that
PC taking part with their actions dictated by how the PC has
acted in the past with similar situations. This is another
reason why I find it beneficial to award experience and try
to get other administrative working completed to date at the
end of a session. If this is going to be more than one
player unavailable, we will usually cancel the session.
Upon returning the next session, if the player wanted to
cover something from the missed session I allow them to go
back in time to cover that, but only if it would not affect
any outcome to date.
A good example would be some background activity that was
possible while the party was in a particular town, such as
purchasing a new item, researching some legend or lore, etc.
Often, the player will make me aware of this in advance so
it is covered in moot.
If there are rolls to be made by the player, we can do that
immediately after the session, in between, or just prior to
beginning the session.
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6. Fractal Props
From: Dominique Michaud
You want a new look for those big, freaking bugs?
Your high-elves are extravagant jewellers? Why not show some
samples like this?
You want to show what the elaborate, stained glass windows
of the church looks like? Take a look a this picture:.
Your characters are traveling to the plane of water and you
want to show them what the trip looks like? This animation may help you.
You might find other images useful here as props.
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7. Sample Tarot Readings For Games
From: Lea H.
re: Roleplaying Tips Issue #286: Using Tarot For Designing Or Playing
Since the tip I sent on using tarot readings for enhancing
games, I have published three of them in my blog. They are
specifically for the ICON games that Mystic Station Designs is
running at ICON 25.
You can see them here. (2nd entry, Mar 22, 2006)
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8. Use Balance For Height Considerations
From: W. Kent Taylor
re: Roleplaying Tips Issue #304: Exploring Underground
Johnn,
I'm writing to make a suggestion to include in David
Newland's "Exploring Underground" tip. He only mentioned
hazards of the footing variety. Having visited a few caverns
in the Shennadoah Valley of Virginia, I felt the hazards of
head clearance should also be mentioned.
I smacked my head a couple of times on low ceilings, and I'm
5'11"! Too, I wasn't wearing a helm or anything of the sort
that would've increased my effective height by a inch or
two. Of course, there would be an even larger increase in
effective height if a helm has a crest (horns, animal
figure, or similar adornments).
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9. Use Chess Sets For Minis
From: Simon & Tess Moore
Figures: Some say they are the biz, but they are a complete
pain in the neck for RPG clubs. They are costly and a hassle
to cart around. We managed to find a solution with a basic
chess set. A travel chess set packs up without a snag, the
board becomes a battle mat, and the pawns can pass for basic
creatures.
Books in laptop bags: Yep, most people have a laptop bag of
some sort. Unpack all your computer stuff, and bingo, you
can fit about 4 rule books. Velcro straps stop them moving
about. Lots of pockets for your Palm/PDA, dice, and
adventure materials.
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10. Dice and Diceless: One Designer's Radical Opinion
From: Mischa D. Krilov
re: Roleplaying Tips Issue #302: Almost Everyone Has Already Played Diceless
Hi, Johnn.
I'm pretty sure that Vitenka meant to find Erick Wujcik's
article, "Dice and Diceless: One Designer's Radical Opinion"
as hosted on the Forge.
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