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	<title>Comments on: Getting Player Feedback</title>
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	<link>http://www.treasuretables.org/2005/08/getting-player-feedback</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Treasure Tables &#187; 5 Steps to Encourage a Player to Roleplay</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-812</link>
		<dc:creator>Treasure Tables &#187; 5 Steps to Encourage a Player to Roleplay</dc:creator>
		<pubDate>Wed, 23 Nov 2005 14:24:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-812</guid>
		<description>[...] Play this one by feel &#8212; if it seems better to do this as a group, run with that; if your gut tells you to solicit feedback outside the game, do that instead. (For more about soliciting feedback, check out Getting Player Feedback here on TT.) [...]</description>
		<content:encoded><![CDATA[<p>[...] Play this one by feel &#8212; if it seems better to do this as a group, run with that; if your gut tells you to solicit feedback outside the game, do that instead. (For more about soliciting feedback, check out Getting Player Feedback here on TT.) [...]</p>
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		<title>By: Treasure Tables &#187; Write Your Own Naughty List</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-715</link>
		<dc:creator>Treasure Tables &#187; Write Your Own Naughty List</dc:creator>
		<pubDate>Mon, 14 Nov 2005 23:32:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-715</guid>
		<description>[...] Figuring out what your faults are can be tough, though, because your players won&#8217;t always tell you about them. I explored that problem in Getting Player Feedback, and received some great responses. [...]</description>
		<content:encoded><![CDATA[<p>[...] Figuring out what your faults are can be tough, though, because your players won&#8217;t always tell you about them. I explored that problem in Getting Player Feedback, and received some great responses. [...]</p>
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		<title>By: Anonymous</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-172</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-172</guid>
		<description>Feedback, yeah, one of the hardest aspects of &lt;I&gt;post gaming rewards for the DM&lt;/I&gt;.&lt;BR/&gt;&lt;BR/&gt;It&#039;s indeed a crucial tool for the DM. I listen to feedback from my players with great interest and I made sure it&#039;s as important for them as it is for me, since it would help me to shape and tailor adventures to both sides satisfaction.&lt;BR/&gt;&lt;BR/&gt;Usually, when a session ends, I directly ask my players (those who don&#039;t leave with haste) about the parts they found fun. What made them tick during the session, and how do they see things evolve (this is both feedback and getting to know what the player behind the character thinks about what&#039;s about to happen).&lt;BR/&gt;&lt;BR/&gt;It helps me to understand if I have outlined my adventure correctly and the players understood what I meant when the troll under the bridge asked for bridge toll.&lt;BR/&gt;&lt;BR/&gt;Another form of feedback we&#039;re using is e-mails. I send a weekly mail to my players asking for a session schedule and feedback input about the last session, if they have it.&lt;BR/&gt;I even let the players roleplay their e-mails, like a semi-PBEM session. I also noticed that after a very fun session, the roleplay mails number are increased, so I try to extract exactly what made it so much fun for the players.&lt;BR/&gt;&lt;BR/&gt;DM T.</description>
		<content:encoded><![CDATA[<p>Feedback, yeah, one of the hardest aspects of <i>post gaming rewards for the DM</i>.</p>
<p>It&#8217;s indeed a crucial tool for the DM. I listen to feedback from my players with great interest and I made sure it&#8217;s as important for them as it is for me, since it would help me to shape and tailor adventures to both sides satisfaction.</p>
<p>Usually, when a session ends, I directly ask my players (those who don&#8217;t leave with haste) about the parts they found fun. What made them tick during the session, and how do they see things evolve (this is both feedback and getting to know what the player behind the character thinks about what&#8217;s about to happen).</p>
<p>It helps me to understand if I have outlined my adventure correctly and the players understood what I meant when the troll under the bridge asked for bridge toll.</p>
<p>Another form of feedback we&#8217;re using is e-mails. I send a weekly mail to my players asking for a session schedule and feedback input about the last session, if they have it.<br />I even let the players roleplay their e-mails, like a semi-PBEM session. I also noticed that after a very fun session, the roleplay mails number are increased, so I try to extract exactly what made it so much fun for the players.</p>
<p>DM T.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-173</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-173</guid>
		<description>(DM T.) &lt;I&gt;Another form of feedback we&#039;re using is e-mails. I send a weekly mail to my players asking for a session schedule and feedback input about the last session, if they have it.&lt;BR/&gt;&lt;BR/&gt;I even let the players roleplay their e-mails, like a semi-PBEM session. I also noticed that after a very fun session, the roleplay mails number are increased, so I try to extract exactly what made it so much fun for the players.&lt;/I&gt;&lt;BR/&gt;&lt;BR/&gt;This is a good idea, and I think it would be neat to see one of these semi-PBEM emails.&lt;BR/&gt;&lt;BR/&gt;Any chance you can post one here (with that player&#039;s permission, of course)? Or if you&#039;d rather not post a response, what about just the email that you sent out? :)</description>
		<content:encoded><![CDATA[<p>(DM T.) <i>Another form of feedback we&#8217;re using is e-mails. I send a weekly mail to my players asking for a session schedule and feedback input about the last session, if they have it.</p>
<p>I even let the players roleplay their e-mails, like a semi-PBEM session. I also noticed that after a very fun session, the roleplay mails number are increased, so I try to extract exactly what made it so much fun for the players.</i></p>
<p>This is a good idea, and I think it would be neat to see one of these semi-PBEM emails.</p>
<p>Any chance you can post one here (with that player&#8217;s permission, of course)? Or if you&#8217;d rather not post a response, what about just the email that you sent out? <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Abulia</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-174</link>
		<dc:creator>Abulia</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-174</guid>
		<description>Since you&#039;re only running one game (that I know of) I have to presume these comments, and sense of frustration, are directed at your current group. I&#039;m highly opinionated and will give plenty of feedback when asked, with some caveats.&lt;BR/&gt;&lt;BR/&gt;First, don&#039;t *ever* ask at the end of a session. =) We&#039;ve all had a good time, it&#039;s late, we want to revel in the glow of our accomplishments and dream about getting that +1 BAB now. =) Asking about the game, right then and there, is akin to asking how the sex was while cuddling afterwards. Don&#039;t do it!  :P&lt;BR/&gt;&lt;BR/&gt;Also, some players (raises hand) don&#039;t like to have the conversation in front of the other players. Perhaps my only frustration isn&#039;t with the game per se, but how the rogue dominates all encounters by requesting 3-4 skill checks while the rest of us look on. (And he gets to take 10 on everything!?!?) There&#039;s also the problem of the hive mind: one person says something and everyone nods their head in agreement. That&#039;s feedback by proxy and not too useful.&lt;BR/&gt;&lt;BR/&gt;Next, ask. To date I don&#039;t believe you and I have had any extended conversations about the game. Many players won&#039;t give you information unless you solicit from them. You want to know what Jaben thinks about the game, you gotta ask Jaben. =)&lt;BR/&gt;&lt;BR/&gt;Reading over the list, I feel inclined to point out that you haven&#039;t done any of the above in your current game. Somewhat ironic, I feel… =)&lt;BR/&gt;&lt;BR/&gt;You&#039;ll notice this is emote-laced. Even so, I&#039;ll wager you took a couple comments the wrong way. Call me. We&#039;ll talk about your game. ;-)</description>
		<content:encoded><![CDATA[<p>Since you&#8217;re only running one game (that I know of) I have to presume these comments, and sense of frustration, are directed at your current group. I&#8217;m highly opinionated and will give plenty of feedback when asked, with some caveats.</p>
<p>First, don&#8217;t *ever* ask at the end of a session. =) We&#8217;ve all had a good time, it&#8217;s late, we want to revel in the glow of our accomplishments and dream about getting that +1 BAB now. =) Asking about the game, right then and there, is akin to asking how the sex was while cuddling afterwards. Don&#8217;t do it!  <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Also, some players (raises hand) don&#8217;t like to have the conversation in front of the other players. Perhaps my only frustration isn&#8217;t with the game per se, but how the rogue dominates all encounters by requesting 3-4 skill checks while the rest of us look on. (And he gets to take 10 on everything!?!?) There&#8217;s also the problem of the hive mind: one person says something and everyone nods their head in agreement. That&#8217;s feedback by proxy and not too useful.</p>
<p>Next, ask. To date I don&#8217;t believe you and I have had any extended conversations about the game. Many players won&#8217;t give you information unless you solicit from them. You want to know what Jaben thinks about the game, you gotta ask Jaben. =)</p>
<p>Reading over the list, I feel inclined to point out that you haven&#8217;t done any of the above in your current game. Somewhat ironic, I feel… =)</p>
<p>You&#8217;ll notice this is emote-laced. Even so, I&#8217;ll wager you took a couple comments the wrong way. Call me. We&#8217;ll talk about your game. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-175</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-175</guid>
		<description>These are great comments! I&#039;ll respond bit by bit.&lt;BR/&gt;&lt;BR/&gt;(Don) &lt;I&gt;Since you&#039;re only running one game (that I know of) I have to presume these comments, and sense of frustration, are directed at your current group.&lt;/I&gt;&lt;BR/&gt;&lt;BR/&gt;Nope -- it&#039;s a long-running thing, and I thought it was worth posting about. ;) I&#039;ve had no frustrations with this group since we started playing, and (as you pointed out) I haven&#039;t really gone after feedback with you guys yet.&lt;BR/&gt;&lt;BR/&gt;&lt;I&gt;First, don&#039;t *ever* ask at the end of a session. =) We&#039;ve all had a good time, it&#039;s late, we want to revel in the glow of our accomplishments and dream about getting that +1 BAB now. =) Asking about the game, right then and there, is akin to asking how the sex was while cuddling afterwards. Don&#039;t do it! :P&lt;/I&gt;&lt;BR/&gt;&lt;BR/&gt;This is spot-on, and I&#039;m going to edit it into the original post. I think it&#039;s always good to take the group&#039;s pulse right after the game, though -- but you&#039;re right that for a lot of folks, it&#039;s not the time to go for details.&lt;BR/&gt;&lt;BR/&gt;&lt;I&gt;Also, some players (raises hand) don&#039;t like to have the conversation in front of the other players.&lt;BR/&gt;&lt;BR/&gt;There&#039;s also the problem of the hive mind: one person says something and everyone nods their head in agreement. That&#039;s feedback by proxy and not too useful.&lt;/I&gt;&lt;BR/&gt;&lt;BR/&gt;IMO, personal feedback (like what you described) should definitely be handled personally. I also view it as an individual responsibility -- if the GM makes it clear that feedback is welcome, and a player has a gripe, it&#039;s that player&#039;s responsibility to bring it up. Same goes in the other direction.&lt;BR/&gt;&lt;BR/&gt;Feedback by proxy is also well worth bringing up in the main post, and I&#039;ll be editing it in there. :)&lt;BR/&gt;&lt;BR/&gt;&lt;I&gt;Next, ask. To date I don&#039;t believe you and I have had any extended conversations about the game. Many players won&#039;t give you information unless you solicit from them. You want to know what Jaben thinks about the game, you gotta ask Jaben. =)&lt;BR/&gt;&lt;BR/&gt;Reading over the list, I feel inclined to point out that you haven&#039;t done any of the above in your current game. Somewhat ironic, I feel =)&lt;/I&gt;&lt;BR/&gt;&lt;BR/&gt;Right again -- but this is deliberate. With only two sessions under the belt, I&#039;m still getting a feel for the group and the game. I&#039;d rather ask for details a bit later on, when there are more to give.&lt;BR/&gt;&lt;BR/&gt;Thanks for the emoticons (you know me well!), but I didn&#039;t take any of this the wrong way. This was excellent feedback. :)</description>
		<content:encoded><![CDATA[<p>These are great comments! I&#8217;ll respond bit by bit.</p>
<p>(Don) <i>Since you&#8217;re only running one game (that I know of) I have to presume these comments, and sense of frustration, are directed at your current group.</i></p>
<p>Nope &#8212; it&#8217;s a long-running thing, and I thought it was worth posting about. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I&#8217;ve had no frustrations with this group since we started playing, and (as you pointed out) I haven&#8217;t really gone after feedback with you guys yet.</p>
<p><i>First, don&#8217;t *ever* ask at the end of a session. =) We&#8217;ve all had a good time, it&#8217;s late, we want to revel in the glow of our accomplishments and dream about getting that +1 BAB now. =) Asking about the game, right then and there, is akin to asking how the sex was while cuddling afterwards. Don&#8217;t do it! <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </i></p>
<p>This is spot-on, and I&#8217;m going to edit it into the original post. I think it&#8217;s always good to take the group&#8217;s pulse right after the game, though &#8212; but you&#8217;re right that for a lot of folks, it&#8217;s not the time to go for details.</p>
<p><i>Also, some players (raises hand) don&#8217;t like to have the conversation in front of the other players.</p>
<p>There&#8217;s also the problem of the hive mind: one person says something and everyone nods their head in agreement. That&#8217;s feedback by proxy and not too useful.</i></p>
<p>IMO, personal feedback (like what you described) should definitely be handled personally. I also view it as an individual responsibility &#8212; if the GM makes it clear that feedback is welcome, and a player has a gripe, it&#8217;s that player&#8217;s responsibility to bring it up. Same goes in the other direction.</p>
<p>Feedback by proxy is also well worth bringing up in the main post, and I&#8217;ll be editing it in there. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><i>Next, ask. To date I don&#8217;t believe you and I have had any extended conversations about the game. Many players won&#8217;t give you information unless you solicit from them. You want to know what Jaben thinks about the game, you gotta ask Jaben. =)</p>
<p>Reading over the list, I feel inclined to point out that you haven&#8217;t done any of the above in your current game. Somewhat ironic, I feel =)</i></p>
<p>Right again &#8212; but this is deliberate. With only two sessions under the belt, I&#8217;m still getting a feel for the group and the game. I&#8217;d rather ask for details a bit later on, when there are more to give.</p>
<p>Thanks for the emoticons (you know me well!), but I didn&#8217;t take any of this the wrong way. This was excellent feedback. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Mike</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-176</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-176</guid>
		<description>I never solicit feedback about the game in front of the players if I GM. I never give feedback in front of other players to the GM if I&#039;m playing. Why?&lt;BR/&gt;&lt;BR/&gt;Because, I can see both sides. I don&#039;t want to tell a GM what I like and dislike or get told by a player in front of other players what they liked and disliked because it can sometimes lead to lying or a consensus answer. I am guilty of telling a GM to their face I liked something when I actually didn&#039;t, and a lot of other players I know have done this as well. It often leads to false or half-hearted responses from everybody.&lt;BR/&gt;&lt;BR/&gt;Secondly, in certain cases, it tends to make the game less enjoyable when the GM is told his adventure or campaign has things in it the players don&#039;t like. From recent personal experience, the GM thinks the players are just going through the motions, so the GM should just do the same, and not put any effort into it anymore.&lt;BR/&gt;&lt;BR/&gt;Lastly, and speaking as a GM here, it tends to sometimes make the players feel like they are running the game. They feel like if they tell you they aren&#039;t getting enough treasure when they really aren&#039;t or too many hard encounters when they aren&#039;t enough times, then the constant bickering will change it.&lt;BR/&gt;&lt;BR/&gt;I personally solicit feedback from the players when I GM on a one-by-one basis, either by stopping by their house, by email, instant messenger, or phone calls. As a player, I never give feedback to the GM unless its in one of the above formats as well.</description>
		<content:encoded><![CDATA[<p>I never solicit feedback about the game in front of the players if I GM. I never give feedback in front of other players to the GM if I&#8217;m playing. Why?</p>
<p>Because, I can see both sides. I don&#8217;t want to tell a GM what I like and dislike or get told by a player in front of other players what they liked and disliked because it can sometimes lead to lying or a consensus answer. I am guilty of telling a GM to their face I liked something when I actually didn&#8217;t, and a lot of other players I know have done this as well. It often leads to false or half-hearted responses from everybody.</p>
<p>Secondly, in certain cases, it tends to make the game less enjoyable when the GM is told his adventure or campaign has things in it the players don&#8217;t like. From recent personal experience, the GM thinks the players are just going through the motions, so the GM should just do the same, and not put any effort into it anymore.</p>
<p>Lastly, and speaking as a GM here, it tends to sometimes make the players feel like they are running the game. They feel like if they tell you they aren&#8217;t getting enough treasure when they really aren&#8217;t or too many hard encounters when they aren&#8217;t enough times, then the constant bickering will change it.</p>
<p>I personally solicit feedback from the players when I GM on a one-by-one basis, either by stopping by their house, by email, instant messenger, or phone calls. As a player, I never give feedback to the GM unless its in one of the above formats as well.</p>
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		<title>By: Anonymous</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-177</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-177</guid>
		<description>One thing I am lucky with is that my wife games at my table with me.  If there is one critic who will tell me how she really feels it is her.  She is great at reading other people too.  Often after a session we will lie awake in bed and discuss the good and bad about how things went and she will also comment about what she thinks other players did or didn&#039;t like.  I usually follow up with an email.  I would like more feedback though and plan on using these tips to get a bit more out of my players.</description>
		<content:encoded><![CDATA[<p>One thing I am lucky with is that my wife games at my table with me.  If there is one critic who will tell me how she really feels it is her.  She is great at reading other people too.  Often after a session we will lie awake in bed and discuss the good and bad about how things went and she will also comment about what she thinks other players did or didn&#8217;t like.  I usually follow up with an email.  I would like more feedback though and plan on using these tips to get a bit more out of my players.</p>
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		<title>By: John</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-178</link>
		<dc:creator>John</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-178</guid>
		<description>I am about to be a huge jerk now. I don&#039;t know you people, so this is going to sound really, realy harsh. I&#039;m not toning it down because we&#039;re adults here and I assume you have some practice in reading a kind of jocular tone into Internet posts. If this pisses you off, you are probably taking me way too seriously. Or, I&#039;m a jerk. Here we go.&lt;BR/&gt;&lt;BR/&gt;-----&lt;BR/&gt;&lt;BR/&gt;Whew! A lot of social baggage going on here. My first answer is: Play with people that actually trust each other and aren&#039;t afraid to speak their minds. Everyone can get all pissy about that comment now.&lt;BR/&gt;&lt;BR/&gt;Cuz you know, that works for me. I game with people that aren&#039;t shy about saying how they feel and are confident that no one will shit on them if they do. It&#039;s a good thing.&lt;BR/&gt;&lt;BR/&gt;Another thing: It&#039;s not a one-way street. Try giving feedback to the players all the time. Like, &quot;Man, your character is so cool! She&#039;s all, flip! flip! Blam! That was awesome!&quot; Stuff like that. Be enthusiastic and engaged about their play. Tell them what you like, right then, when they do it. Create an atmosphere of open commentary by doing it yourself.&lt;BR/&gt;&lt;BR/&gt;Or, you know, continue with the gun-shy, touchy-feely, &quot;cuddling&quot; metaphor crap and be all precious and stifled and self-conscious. Isn&#039;t that the terrible gamer-fallacy? That we&#039;re socially awkward nerds who can&#039;t discuss how we feel and ridicule those that do? Can we, like, stop that crap sometime soon?&lt;BR/&gt;&lt;BR/&gt;We&#039;re talking about a game here. Was it fun? What should we do next? What should we do less of? That stuff. Anyone who plays a sport or has been in a band understands this kind of talk. Gaming is not sex. Gaming is NOTHING like sex. If it is, you&#039;re treating game-play VERY differently than I do. Talking about the game is not talking about someone&#039;s &quot;performance&quot; or rating how well they pleasured you. If it is, again, you&#039;re out in a very different field.&lt;BR/&gt;&lt;BR/&gt;It&#039;s simple. &quot;Man, your penalty kick last weekend was sweet!&quot; Like that. Baby steps.</description>
		<content:encoded><![CDATA[<p>I am about to be a huge jerk now. I don&#8217;t know you people, so this is going to sound really, realy harsh. I&#8217;m not toning it down because we&#8217;re adults here and I assume you have some practice in reading a kind of jocular tone into Internet posts. If this pisses you off, you are probably taking me way too seriously. Or, I&#8217;m a jerk. Here we go.</p>
<p>&#8212;&#8211;</p>
<p>Whew! A lot of social baggage going on here. My first answer is: Play with people that actually trust each other and aren&#8217;t afraid to speak their minds. Everyone can get all pissy about that comment now.</p>
<p>Cuz you know, that works for me. I game with people that aren&#8217;t shy about saying how they feel and are confident that no one will shit on them if they do. It&#8217;s a good thing.</p>
<p>Another thing: It&#8217;s not a one-way street. Try giving feedback to the players all the time. Like, &#8220;Man, your character is so cool! She&#8217;s all, flip! flip! Blam! That was awesome!&#8221; Stuff like that. Be enthusiastic and engaged about their play. Tell them what you like, right then, when they do it. Create an atmosphere of open commentary by doing it yourself.</p>
<p>Or, you know, continue with the gun-shy, touchy-feely, &#8220;cuddling&#8221; metaphor crap and be all precious and stifled and self-conscious. Isn&#8217;t that the terrible gamer-fallacy? That we&#8217;re socially awkward nerds who can&#8217;t discuss how we feel and ridicule those that do? Can we, like, stop that crap sometime soon?</p>
<p>We&#8217;re talking about a game here. Was it fun? What should we do next? What should we do less of? That stuff. Anyone who plays a sport or has been in a band understands this kind of talk. Gaming is not sex. Gaming is NOTHING like sex. If it is, you&#8217;re treating game-play VERY differently than I do. Talking about the game is not talking about someone&#8217;s &#8220;performance&#8221; or rating how well they pleasured you. If it is, again, you&#8217;re out in a very different field.</p>
<p>It&#8217;s simple. &#8220;Man, your penalty kick last weekend was sweet!&#8221; Like that. Baby steps.</p>
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		<title>By: Anonymous</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-179</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-179</guid>
		<description>I see a lot of feedback here about not getting the feedback right away. Some state it might even bother them like the annoying &quot;How was it?&quot; sex-related question.&lt;BR/&gt;&lt;BR/&gt;My game is all about fun. Fun for me (the DM) and fun for my players. If someone&#039;s not having fun, it&#039;s imperative to the whole group to make it better for the future sessions.&lt;BR/&gt;&lt;BR/&gt;We all have our seperate lives, different professions, different roles at our homes, different set of stress. The game is one of our means to relieve ourselves off this stress. When the feedback is delayed, the daily stress might already kicked in and would cloud any remark that one (player or DM) has to say about the last session.&lt;BR/&gt;&lt;BR/&gt;I&#039;m all for honesty in my gaming group (not enforcing game-cheats though). If someone is silent but carries a burden about the session, it&#039;s bad for them and me. If I have to remark someone about their lack of roleplaying in the session, I do it right there and then, maybe they had a rough week? Maybe they are not satisfied with their characters? maybe the encounter wasn&#039;t to their satisfaction?&lt;BR/&gt;&lt;BR/&gt;That&#039;s what immidiate feedback helps to resolve.&lt;BR/&gt;&lt;BR/&gt;DM T.</description>
		<content:encoded><![CDATA[<p>I see a lot of feedback here about not getting the feedback right away. Some state it might even bother them like the annoying &#8220;How was it?&#8221; sex-related question.</p>
<p>My game is all about fun. Fun for me (the DM) and fun for my players. If someone&#8217;s not having fun, it&#8217;s imperative to the whole group to make it better for the future sessions.</p>
<p>We all have our seperate lives, different professions, different roles at our homes, different set of stress. The game is one of our means to relieve ourselves off this stress. When the feedback is delayed, the daily stress might already kicked in and would cloud any remark that one (player or DM) has to say about the last session.</p>
<p>I&#8217;m all for honesty in my gaming group (not enforcing game-cheats though). If someone is silent but carries a burden about the session, it&#8217;s bad for them and me. If I have to remark someone about their lack of roleplaying in the session, I do it right there and then, maybe they had a rough week? Maybe they are not satisfied with their characters? maybe the encounter wasn&#8217;t to their satisfaction?</p>
<p>That&#8217;s what immidiate feedback helps to resolve.</p>
<p>DM T.</p>
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		<title>By: Anonymous</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-180</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-180</guid>
		<description>Regarding the semi-PBEM offer I give to my players...&lt;BR/&gt;&lt;BR/&gt;When a session ends, I give my players the options of letting me know what their characters wish to do next. It can be via an e-mail to the group, and have them use Reply-All if it&#039;s something for the whole group, or if the rogue for example wants to check out things with the local guild without letting the paladin know about it, I get an e-mail stating that the rogue wish to sneak out in the middle of the night and &quot;gather some info&quot;.&lt;BR/&gt;&lt;BR/&gt;The e-mail is sent IC only, depicting the exact actions in 1st person.&lt;BR/&gt;&lt;BR/&gt;There are no dice involved in this manner of game-play.&lt;BR/&gt;&lt;BR/&gt;It&#039;s then up to the player to let the party know what has transpired.&lt;BR/&gt;&lt;BR/&gt;In my group it&#039;s quite easy, as we all have internet access at home or at work, a thing that not everyone might have.&lt;BR/&gt;&lt;BR/&gt;DM T.</description>
		<content:encoded><![CDATA[<p>Regarding the semi-PBEM offer I give to my players&#8230;</p>
<p>When a session ends, I give my players the options of letting me know what their characters wish to do next. It can be via an e-mail to the group, and have them use Reply-All if it&#8217;s something for the whole group, or if the rogue for example wants to check out things with the local guild without letting the paladin know about it, I get an e-mail stating that the rogue wish to sneak out in the middle of the night and &#8220;gather some info&#8221;.</p>
<p>The e-mail is sent IC only, depicting the exact actions in 1st person.</p>
<p>There are no dice involved in this manner of game-play.</p>
<p>It&#8217;s then up to the player to let the party know what has transpired.</p>
<p>In my group it&#8217;s quite easy, as we all have internet access at home or at work, a thing that not everyone might have.</p>
<p>DM T.</p>
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		<title>By: Abulia</title>
		<link>http://www.treasuretables.org/2005/08/getting-player-feedback/comment-page-1#comment-181</link>
		<dc:creator>Abulia</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=19#comment-181</guid>
		<description>&quot;My game is all about fun.&quot;&lt;BR/&gt;&lt;BR/&gt;And ours isn&#039;t?&lt;BR/&gt;&lt;BR/&gt;&quot;Fun for me (the DM) and fun for my players. If someone&#039;s not having fun, it&#039;s imperative to the whole group to make it better for the future sessions.&quot;&lt;BR/&gt;&lt;BR/&gt;That doesn&#039;t mean it has to be done right then and there at 1:30 am. This isn&#039;t an issue of trust, it&#039;s an issue of civility.&lt;BR/&gt;&lt;BR/&gt;Like most theory discussions, there&#039;s no one right answer, no matter how hard people believe there ought to be.&lt;BR/&gt;&lt;BR/&gt;Oh, and John, switch to decaff. =)</description>
		<content:encoded><![CDATA[<p>&#8220;My game is all about fun.&#8221;</p>
<p>And ours isn&#8217;t?</p>
<p>&#8220;Fun for me (the DM) and fun for my players. If someone&#8217;s not having fun, it&#8217;s imperative to the whole group to make it better for the future sessions.&#8221;</p>
<p>That doesn&#8217;t mean it has to be done right then and there at 1:30 am. This isn&#8217;t an issue of trust, it&#8217;s an issue of civility.</p>
<p>Like most theory discussions, there&#8217;s no one right answer, no matter how hard people believe there ought to be.</p>
<p>Oh, and John, switch to decaff. =)</p>
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