jaegamer: (GOD)
jaegamer ([personal profile] jaegamer) wrote2007-05-15 09:53 am

GMS - How to Get Useful Feedback

Ok, GameCraft is fantastic. I've put it in my link list, and will be checking it out in greater depth from home. Please credit GameCraft if you pass this along.

Getting Feedback - Repeat, Clarify, Probe

First, ask specific questions. Were the scenes and encounters too hard? Too easy? Too long? Did they feel railroaded, did they feel 'adrift'? Stuff like that.

Second, repeat what they tell you. When they answer a question, put it in your own words, and ask if that's what they meant, just to make sure you're understanding clearly.

Third, probe for details. That is, ask about various little bits of what they said that seem to be leading somewhere. The dragon wasn't too tough, just a bit simple. What struck you as "simple"?

Fourth, clarify. Recap everything you've learned by asking. Thank the players for their feedback, and pay attention to it. The players are telling you not only how their priorities were served, but what those priorities are. Try to look at their answers in light of what they are telling you is important about the game.

[identity profile] varianor.livejournal.com 2007-05-15 02:49 pm (UTC)(link)
I will be checking it out! Thanks for the link. (The above suggestions are good communication skills far beyond RPGs, IMO.)

[identity profile] mind-of-richard.livejournal.com 2007-05-15 03:13 pm (UTC)(link)
I like this. Thanks for pointing out this site.

[identity profile] litagemini.livejournal.com 2007-05-15 08:59 pm (UTC)(link)
Thanks for the link. Super interesting stuff that helped a lot to get through waiting for pageloads today at work. :)

I found something via random surfing about the blogs and was wondering if I could get you to weigh in on it? It's a social contract article about "Abandon/Hurt" and the contexts they mean.

http://www.fairgame-rpgs.com/comment.php?entry=32