Chapter 7. Getting Feedback
Ok, we all like to get feedback from time to time. We all like to know how we are doing. And the skills we employ as a GM, like all skills, must be learned and developed. As such we like to find out how we are progressing.
Anyone who has been running games for a while will tell you that feedback is essential to helping you grow as a GM. They will then tell you that feedback is impossible to get (it is actually quite hard to come by) and usually not all that helpful (unless you are looking for the right type of feedback). There are two questions that will help you get good feedback; what did you like most about the session?; and what did you like least?
These two questions, asked regularly, and in a positive way (by email is my preferred mode) will get you the best feedback you can find. Player’s want to have fun. The fun they are having is reflected in their answer to the “like most” question. Things that stop your players having fun are identified in the answer to the “like least” question.
Generally, avoid asking “why?” and “what can be done to improve/fix it?” The fact is most of us are actually quite lousy at analyzing why we are having fun and why we are not. It is much better to identify what was and wasn’t fun and then look for ways to maximize one and minimize the other. Collect suggestions, by all means. Just don’t solicit solutions.
And when you gather feedback, NEVER explain, defend, or rationalize your decisions to the feedback provider. Just thank them (ALWAYS thank them) and turn your attention to how to build on the things they like most while minimizing or trying to eliminate the things they like least.
Chapter 8. Conclusions
If you have been working through this book systematically then you will be aware that it has presented the skills of running games in an ordered manner.
It talked about what a GM is and does, what players look for in a game, how to start a game from scratch and how to run your very first session.
It introduced you to the basic interaction of the game (asking players what they want to do and explaining the results – sometimes with the assistance of dice).
Next, it identified, and discussed in general terms, the three major (and essential) skills that the GM employs (narration of the situation, querying the players, and adjudication of the results of player actions).
Finally, it talked in detail about the complex process of running a game; (opening a game, narrating situations, roleplaying the world, querying player actions, adjudicating the results, resolving actions and their consequences, concluding scenes, transitioning between scenes, concluding sessions, and concluding storylines. It also looked at the advanced skills of managing the mini-games, maintaining pace and tone, and improvising in response to unanticipated player actions.
These skills should equip you pretty well for the job of running your own games and providing your players with fun and memorable adventures.
In the next section of this volume, we will explore the design and construction of games, providing you with the tools and skills needed to build your own adventures – from scene to scenario, to sandbox, to campaign.
This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.
This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.
HYOOTRD Roleplaying Game – Game Master’s Guide – Part 1 – Running a Game
- Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)
- Chapter 2: Preliminaries (the three fundamental skills, and your first session)
- Chapter 3: Advanced skills – Part 1 (the opening scene and narration)
- Chapter 3: Advanced skills – Part 2 (querying and adjudication)
- Chapter 3: Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)
- Chapter 4: Managing the Mini-Games (combat, chases, and social actions)
- Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)
- Chapter 6: Improvising (improvising the story and the rules – for all the times the players do something unexpected)
- Chapter 7 & 8: Getting Feedback and Conclusion (improving your game)
HYOOTRD Roleplaying Game – Game Master’s Guide – Part 2 – Designing Games
- Chapter 9: Scene Design
- Chapter 10: NPC, Monster, Faction, and Villain Design
- Chapter 11: Dilemmas, Obstacles, Exits, and Clues
- Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)
- Chapter 13: Structures: The five-room dungeon (and variations)
- Chapter 14: Structures: The sandbox (the town or city)
- Chapter 15: Structures: The sandbox (the wilderness)
- Chapter 16: Structures: The Scenario
- Chapter 17: Structures: The Campaign