Roleplaying Tips Weekly E-Zine Issue #342
Player Survey Tips
Contents:
This Week's Tips Summarized
Player Survey Tips
- Make It Fun
- Make It In-Character
- Be Clear About What You Want To Learn
- A Discussion Is Often Better
- Keep It Short
- Only Request Votes For What's Up For Grabs
- Take Your Own Survey
- Use The Results
- Surveys You Can Use
- Campaign Survey
- Award EXPs
- Surveys - A Word Of Caution
- Additional Survey Tips
Readers' Tips Summarized
- Virtual Tabletop Software Tips
From: Nicole
- More Virtual Tabletop Tips
From: Tom Thiessen
- Virtual Tabletop Software
From: Tim McNeil
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may also be run as a stand alone adventure for any character
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Return to Contents
A Brief Word From Johnn
Need Some Article Editing Help
With some wonderful help from Steve B. I'm getting caught up
on a few article submissions for the website. If you have
editing skillz, enjoy editing, and have time left this month
to edit an RPG article or two, please drop me a note.
Gaming With Fantasy Grounds Over The Holidays
Over my holiday break I had a chance to game in two Fantasy
Grounds (FG) virtual pen & paper games. Each GM had a
different style and ran their games well (thanks Vince &
Jason!). I got to see how roleplaying, combat,
investigation, wilderness setting, city setting, maps,
player handouts, and character sheets worked, among other
things.
Gameplay in FG was slower than real tabletop play due to
typing and distance-communication. However, I was able to
multi-task in the comfort of my computer room and game time
seemed to fly by.
I found the roleplaying quite immersive. Different text
commands style text in the chat window, so you can carry on
in-character, out-of-character, player-to-player, GM-to-
player, and NPC-player communication easily and
simultaneously. I quite enjoyed roleplaying in-character
while asking the GM questions at the same time, and
immersion was kept quite high.
Game rules were dealt with seamlessly and comfortably. Dice
rolling, character sheet management and reference, taking
actions, skill checks, spells, and so on were easy once I
learned how to use the software.
I found FG facilitated standard tabletop gameplay and didn't
become the gameplay. It felt like a group of people gathered
to play games, and the software let us do that without
getting in the way.
Overall, I was surprised by how stable and well things ran.
I have the desire to GM more this year and have now put
Fantasy Grounds on my options short list. It's not the same
as in-the-flesh gaming, but it does solve many of the
logistic problems in-person gaming has. There's no
commuting, and long distance friends can play. It's computer
facilitated, so maps, rules, and information are all com-pu-
ti-fied. Game logs create permanent records and reference.
Character sheets and dice are never forgotten. :)
While short game sessions and long ones are possible, I
suspect short-session campaigns would thrive, whereas they'd
suffer in many real-life situations. For example, if you
travel an hour to game, you'll want more than two hours of
gameplay. However, a two hour game session every week would
be easy to prepare for, gaming would get done, and over the
long term a fun and memorable campaign would emerge. Of
course, length of session is up to you, but the short form
of gaming is now more feasible than before.
Todd Landrum, of DM's Familiar software fame, wrote me about
Klooge Werks and how that software also makes virtual
tabletop gaming fun and easy. I haven't found a forum thread
anywhere with an objective comparison between the two, but
I'm sold on the concept of virtual gaming software.
Get some gaming done this week - virtual or in-person!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Player Survey Tips
In Issue #335 I posted a reader request about player
surveys. In my experience, surveys have two keys to success:
participation and quality of response.
Past surveys I've done have had a wide range of
participation, from no one (!) to the whole group. You want
to do everything possible to ensure every player feels
motivated to respond and gives you the information you're
hungry for.
Responses I've received over the years have ranged from
useful and exactly what I wanted to learn, to me scratching
my head wondering if a player misread the question. I've had
answers left blank, or that were so short as to not be
helpful. Quality of response is just as important as
participation, because if the answers aren't decipherable
then you and your players have wasted time and communicated
nothing. However, it's often the survey that leads the
quality of response - if questions are confusing, so too
will be the answers, for example.
Fortunately, there are a few methods in your power to
maximize participation and quality of response. Following
are a few tips that will be obvious to some, but hopefully
useful to many, about using surveys successfully as a tool
to craft better experiences and game sessions.
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1. Make It Fun
For many players, surveys feel like work. They have to stop
and think. Long surveys can get boring. Not all questions
are fun to answer. In addition, surveys often represent the
GM's agenda, not the players'.
Surveys take time, too. If you've assigned the survey as
homework, then players have to carve the time out of their
busy lives. If you hand out the survey in-game, then players
are being denied the fun of playing the game.
The key here is, if you can make the survey fun and
interesting, your players won't mind answering. If you can
make the survey useful or valuable to them, you might even
get an enthusiastic response.
Ideas for making a survey fun:
- Use humour. Throw in a humourous question, such as which
character has the worst haircut, or ask for nickname ideas
for the other players. You could also play the straight man
and make it easy for players to respond with humour or make
a joke.
- Use pictures. Ask the players to draw their answer. Long
ago I was given a test at school that involved a sheet of
paper with a grid of 12 large circles drawn on it. I was
told to be creative and turn the circles into interesting
objects, such as eyeglasses, wagon wheels, planet Earth, a
bicycle from the 1800s, and so on.
- Next time, instead of hitting the players with straight, dry
questions about genre, campaign type, and campaign length,
give them a sheet of circles or a starting image and ask
them to draw their response.
- Another idea is to grab one or more pictures from the
Internet and have players write their reaction. Perhaps you
print off pictures of different genres and situations (i.e.
sci-fi, fantasy, horror; combat, investigation, social) and
ask players to respond about their game choices that way.
- Maybe you ask players to draw out their ideal campaign or
adventure-ending climactic encounter. Encourage non-artists
to use stickmen and simple shapes to get their vision
across.
- Make it about the player. Personalize it. If you are
wanting campaign ideas, for example, you could just ask
players for campaign ideas. However, a better and more
personal approach that would likely get you a better
response might be to ask them what about their favourite
campaign, adventure, encounter, or gaming moments.
- Make it interactive. I suppose a survey is interactive,
but it's mostly a one-way communication. You ask, they
answer. Change things up. Maybe the survey is each player
gets to ask the group a survey question of their own design.
You learn from the questions players ask, as well as
everyone's answers.
Alternatively, rather than a boring, five-pager, you ask a
question each game session while you wait for folks to
arrive and get settled. You choose thought-provoking
questions that merit a bit of discussion. Maybe you pick
voting questions, where players can raise their hand to
vote, saving them all that pesky writing more traditional
surveys demand.
If you have a list of questions, maybe players examine the
list and take turns choosing what question(s) you want them
to answer in writing each session during idle moments.
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2. Make It In-Character
A sure way to improve participation and response quality is
to create questions so they can be answered in-character.
This allows players to roleplay, explore their character's
personality in a new and different way, and give you more
information about the characters in addition to getting the
question answered.
- "Now that the campaign has ended, let's figure out what we
want for the new one. Put yourself in your next character's
shoes. What kind of adventures does he want? Where does he
want to live? Who does he want to meet?"
- "Name three things that [character name] has enjoyed most
about the last three months."
- "List five legends, stories, or rumours that have captured
[character name] interest in the past few years."
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3. Be Clear About What You Want To Learn
A survey is useless if it sabotages what you are trying to
achieve. The best way to avoid this is to know exactly what
you want to learn from the survey results. This knowledge
will help you get to the point, craft shorter and clearer
questions, and get specific in your survey wording.
For example, you might want to know what night is best for
everyone to play. You could ask players what their preferred
game nights are. However, your schedule only allows Mondays,
Wednesdays, and weekends.
So, why don't you ask specifically:
Circle the days can you play: Monday Wednesday Saturday Sunday
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4. A Discussion Is Often Better
Your first instinct might be to hand out survey forms for
your players to fill out and return. Not everybody likes
writing, and some people communicate poorly in writing,
making it less likely they'll respond, or respond with
quality answers.
Instead, decide if a group discussion wouldn't be better.
You take on the role of mediator (use your GMing skills for
this :) and take notes as players discuss. You seed the
discussion with questions, and to steer wayward chatter back
on topic with a gentle but firm hand. Record the
conversation if you don't want to be distracted with note-
taking.
A counterpoint is you might not get the best results from
quiet players or gamers who are more eloquent with the pen
than with the tongue. Feel free to conduct private
discussions, or offer the opportunity for players to respond
with additional comments by e-mail or in writing.
In general, discussions or verbal surveys are faster and
easier than written surveys. They also allow you to make
course corrections as you go. For example, you might realize
you forgot a question. It's easy to add it into a
discussion, but it's too late for a print survey.
If you opt for a group interview, note these tips:
- Come prepared with questions.
- Be sure about what you want to learn so the interview
generates the desired feedback.
- Consider the environment. A private place is often more
comfortable, especially for quiet players. Seating can be a
factor as well.
- Listen. You are passionate about your topics. It's
tempting to talk over others, to impose your preferences, to
slant discussion, or to choose to hear what you want to
hear. Keep an open mind, listen with your mouth closed, be
scientific and objective. :)
- Clear up uncertainties. It never hurts to clarify
something. If you think a player is holding back, or people
are having trouble putting thoughts into words, don't give
up. Try attacking the problem from different angles; try
different questions, examples, and approaches.
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5. Keep It Short
Surveys are only fun for awhile. Then they get boring. Then
tiring. Then frustrating. Keep your players happy by making
your survey short.
- Multiple choice questions are faster to answer than essay
questions. They are also less frustrating than True/False.
Leave room for comments to allow opt-in additional feedback.
- Split long surveys up. Do you need to know everything
right now? Could some questions wait for a follow-up survey?
Could you ask one question each session, or hand out a one
question survey after each session?
- What is the most important information you want? Consider
pushing off the "like to have" information until later, and
just get the "need to have" answers now.
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6. Only Request Votes For What's Up For Grabs
Here's another mistake I've made: only offer true choices.
You will have strong preferences, things you will and will
not game or GM, and items that have to be a certain way.
There's no point in asking for votes or opinions on things
the players cannot change. This just creates disappointment
and contention.
You are better off communicating what's already in place,
has already been decided, and what you want before the
players join rather than asking for votes and hoping the
voting will go your way.
This way, players know what they are getting into and can
opt-in fully informed. A survey will not make them agree or
like something more; it will just get players upset. "If the
game has to be at Bob's place, then why did you ask us where
we preferred to play?!"
If a conflict arises over something you are flexible on,
then open a dialogue with the players and work something
out. Otherwise, make it a requirement for joining.
For example, if you are unwilling to GM certain genres,
don't poll the players on what genres they want to play and
hope their preferences match yours. Either recruit for a
game of your preferred genre, or offer a multiple choice
question that excludes the genres you aren't willing to GM.
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7. Take Your Own Survey
With what you want to learn clearly defined, take your own
survey and assess your answers. It's tough to be objective
because you are familiar with the thinking that went into
each question and will make assumptions, but taking your own
survey is free :) and is a quick test that can reveal flaws
before presenting to your players.
In addition, time yourself. If it felt long to you, it will
feel much longer to your players.
Another test: ask yourself if the survey was fun or
interesting. Will your players enjoy taking it, or will they
make excuses and do something else instead?
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8. Use The Results
The reward for taking a survey should be that answers are
read, thought about, and factored into your game. I've been
guilty in the past of being too busy to review answers
often, so their impact isn't felt. That means the next time
a player is asked to fill out a survey, they could ask, "Why
bother? What difference will it make?" Don't make them
right.
Before you even begin the survey process, figure out if you
have the time to do it properly, and if you can ensure the
players' efforts will bear fruit.
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9. Surveys You Can Use
Here are links to example surveys.
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10. Campaign Survey
From: Andreas Davour
I once read about a game master who had a questionnaire
where he described in one short paragraph each campaign he
had plans for and wanted to run. He also included what game
system each would use.
All potential players then got to grade the campaigns, and
if they put a zero grade it would mean, "I don't want to
play this, even if it means no gaming at all." I think he
said he did two campaigns a year like that, and each player
got a fixed amount of points to use for grading.
I've never used the system myself, but it sounds like a
great way to get both players and GM happy. If I had 15
players and time for two campaigns a year I would try it
out.
Maybe the gentleman who designed the system is reading this
and can chime in if I've mis-remembered any vital detail. I
think it was neat system that someone else might have use
for, though.
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11. Award EXPs
From: Kate Manchester
I have sent surveys to my players before. I typically
considered it homework, and as such, completing it was worth
experience points. Most of them did actually send them in.
Personally, I think yes or no or multiple choice questions
really don't give you enough information.
I also tried to keep my surveys simple. But I would say that
asking your players what they are looking for in a game
could save both you and your players a lot of grief later
on.
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12. Surveys - A Word Of Caution
From: Mike Bourke
As to the request regarding surveys, I would sound a
cautionary note. I once produced a survey of this type in an
attempt to revitalise a flagging campaign. The players were
unanimous that they were a waste of time, and for several,
they were the last straw.
I have found that it's a far better proposal to bring about,
in the course of play, the opportunity for the PCs to pull
key levers within the campaign format. Let them make the
changes within the campaign without the bureaucratic
mechanism of producing a form for them to fill out, which
then has to be interpreted.
For example, put them in a situation in which they have the
option to redefine the spread of magic throughout the
campaign world (vs. its concentration into rarer, high-level
items), the dominance of human sentience over other species,
the degree of involvement of the gods in everyday life, etc.
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13. Additional Survey Tips
Here are more survey tips from the archives:
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Readers' Tips Of The Week:
1. Virtual Tabletop Software Tips
From: Nicole
- * Don't make everyone wait. Waiting can kill an online RPG
fast. In combat, type out your response before your turn
comes around. If you're not sure what you'll do yet, type
out several possibilities. Keep a notepad document open and
type your possible actions in there, then paste them into
the gaming client when your turn comes.
Don't make your fellow players guess whether you are just
watching TV or if your connection has died. If you find your
attention drifting away to something else while you wait for
others to respond, turn on sounds in your client so you get
a little *ping* or something similar when somebody types
something. That way you can let your attention drift, but
then snap it back when you know the posting has resumed.
- Take advantage of emotes. I know in OpenRPG (my client of
choice) you can type "/me does this" and it will post a
message that says "Jiru does this". Rather than typing, "I
attack the goblin!" Type "/me notches an arrow and lets it
fly, aiming at the goblin's eye socket!"
I've found emotes can improve your roleplaying by
encouraging you to think about what and how your character
does things, rather than just what she's saying. Also,
typing little random emotes (like "/me brushes the dirt off
of her armor") gives your character flavor and lets everyone
else know that your connection is still working.
- Don't worry too much about typos. You're not writing a
research paper. Speed matters more than accuracy in online
games. It's nice if you can type fast and accurately, but as
long as your message is understandable no one will care
whether you typed "your" instead of "you're".
I cringe when I let a typo slip past into the chat, but I
don't bother to correct it unless it's completely unclear
what I said. Did you konw taht you can raed alosmt ayhtning
as lnog as the frist and lsat ltteres are in the rgiht
palce? Most people will simply read over a typo without even
realizing it. Posting again to correct something nobody
noticed can just break the flow of the game.
- Set up a forum or wiki or other online space for in-
between game communications. You can use this space to
announce when someone will be late or absent, to lay out the
rules of the game, and to do some between-session
roleplaying. This is particularly useful if all players can
check the forum on a regular basis. If one player doesn't
manage to check the forum one week he may find himself
missing out on a lot of information he needed for that
week's game.
- Take advantage of the text format. When casting spells or
performing special actions, paste the rules for that spell
or action into your post. (In OpenRPG, you can create a
"node" to save text like this that you'll find the need to
paste often.) You can do this in addition to whatever else
you'd like to type.
Include a link to the full online rules if you can (as in
the case of the SRD for D20 games). This minimizes the
amount of time it takes someone to look up whether they can
affect four goblins with their spell or just three.
So, instead of simply typing "I cast bless" you can type the
following (taking advantage of emotes and having prepared
your post before your turn came around):
- **Jiru hums a strange tune, and at the crescendo of the
song she claps, sending a thump throughout the room that is
more felt than heard. The shock wave alights on her allies,
giving them a sense of confidence as if a god were looking
over their shoulders, while the wave passes harmlessly
around her enemies. **
Jiru: Bless: 1st level, casting time: 1 standard action,
components: V S DF, [link].
- Keep OOC comments out of the chat as much as possible.
When a lot of people are talking at once it can be hard to
keep up. Out of character comments confuse the situation
even more. When you absolutely have to make an out of
character comment (such as asking the GM what size the
tunnel is or if the goblin is in reach of your bow) make
sure it's obviously marked as such.
One standard is to put ((double parentheses)) around your
text. Some clients may even have a built-in way of doing
this (in OpenRPG if you enable the appropriate plugin you
can type "/ooc This is my comment" to post "(( This is my
comment ))".
It's tempting to talk about the funny commercial you just
saw on TV or make fun of the way the orc spectacularly
missed his attack roll, but comments like this should be
kept to whispers (most clients have a way to "whisper" text
so it's only seen by one or more players, rather than the
whole group) or in a different client altogether.
My weekly game has been getting into the habit of opening an
AIM chat room in addition to OpenRPG, in which we chat and
discuss strategy away from the main room so we don't bother
the DM.
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2. More Virtual Tabletop Tips
From: Tom Thiessen
- Keep "boxed text" and descriptions short and sweet. It
can be a strain on the eyes to have to read line after line
of text. Get the most bang for your buck with 2 or 3
sentences.
- Enforce timely responses during combat. I know that using
OpenRPG, the program itself indicates whether someone is
responding on their initiative. I use two 30-second timers.
After 30 seconds they get a warning, another 30 seconds and
I skip to the next person in order.
- Have lots of maps handy. It's a lot easier to draw out
nicely detailed maps on-the-fly in a real-life session, but
not so easy when working with an online group. SkeletonKey
Games http://www.skeletonkeygames.com has a lot of nice maps
that can be cut-and-pasted into Photoshop, or any other
imaging software.
- Learn how to use macros, quick keys, shortcuts, and any
other similar features in the software for combat, skill
checks, saves, etc. This saves time having to constantly
reference a character sheet or statblock. For NPCs/monsters,
create nodes for each.
- If your gaming client has the ability to create nodes for
character sheets, and you're the DM, learn how to create
custom character sheets for your players. It can be time-
consuming to have to work through the various sheets out
there to look for one piece of information.
- Insist each player use a different font color for easy
referencing during play, and when reading the logs.
- If your client is able to produce logs, save and review
them. They make a great post-session review. Make these logs
available to players so they can relive their exploits, and
no one gets confused on the details.
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3. Virtual Tabletop Software
From: Tim McNeil
Hey Johnn,
There are two other programs you did not have on your list:
- Klooge Werks. While I haven't used this one, it is
written in JAVA, so anyone can run it. I've heard that while
it doesn't look as pretty as Fantasy Grounds, it has many
features that Fantasy Grounds does not.
- Triaxe D&D Chat.
This one is free, and while it doesn't have all the features
of the commercial products, it does have a die roller, a map
board that everyone can see/draw on, and some special
abilities the DM can use. It is a little unstable at times,
but works pretty well.
[Johnn: check out this complete list of software, courtesy
of Battlegrounds: RPG Edition. ]
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