Survey Says
By Cape Rust
Being able to change the game to accommodate the players’ wants and desires and adjusting events to exploit the characters’ strengths and weaknesses seems to be one of the hardest parts of running a game. The need for these changes should be apparent during and right after character creation. Players will always come up with something unexpected! Always! After negotiations and compromise with the players, you should be ready to make some changes.
The type of character a player chooses to play will often give you an idea of what they want to get out of a game. If a player wants to play a healer who has taken a vow of non-violence and poverty, it is safe to say they are not looking to wade into combat to kill a monster then loot it for awesome gear. The player who min/maxes her character with high reflexes and low appearance isn’t looking to be the spokesperson for the group. Some of these things are no brainers, but I like to ask my players what they want to get out of the game.
Some people like to give their players a survey, which is great. These surveys will typically ask questions about what kind of missions or adventures would the player like to see, whether or not they want their character to multi-class and if they do, what they think they will take as a second class. As a player, is loot or experience more important to you? How realistic do you want the game to be? Do you want to track all of the little things, like going to the jakes, food intake, and reduction of the amount of damage your weapon does if you don’t maintain it? If you choose this method, don’t expect everyone to answer the same; however, if you take some of the highlights from everyone’s survey, people will generally be happier.
The method I like to use is to ask the players for survey-like input in a group setting. I like doing this for a few reasons. First, this is a good chance for other players to get an idea of what their peers want from the game. Second, this is a sneaky way to start team building in the players which normally translates into better character cohesion.
Here is how it works: The gaming group is sitting at the table when the GM asks what each player wants to get out of the game and possibly out of their character. Arline says she wants to experiment with magic. Brad says he is tired of melee combat and wants more focus on ranged combat. Michael says he wants to encounter some unique magical items that the gaming group hasn’t seen before. This is a good start. Next, you ask a few questions about the characters and their goals.
Arline says she wants to play a caster who is always trying out new spells, even if they are not the right spell for the situation. Brad is going to play a scout who refuses to enter melee, even if it costs another party member dearly. Michael says his character is very curious and a bit greedy.
At this point as a GM, you have a crap ton of great material to work with, but most importantly, the rest of the party has an understanding of some of the other players’ motivations and why their characters might act the way they do.
Let’s say a few sessions into the game, Michael’s character sees a chest in the middle of a room that is slightly open. He rushes in and opens the chest, springing a trap that messes up the group badly. After licking their wounds and getting help from the non-violent, poverty stricken healer, the players and their characters will most likely be upset at Michael and his character. Then Arline remembers what Michael said about his character being curious and greedy. There is a chance she will be a bit more understanding and try to figure out an in-game solution to keep Michael’s character from future ass-clownery. This isn’t a sure fire guarantee but it normally helps.
The key to most of the advice I’ve given you is collaboration. The game is about the players, but most of all, it is about fun! By taking the time to find out what your players want, it will be much easier to negotiate advantages and disadvantages with your players. Next week it is time for you to put on your best plaid suit because it’s time to sell your players fine extra benefits for the low, low price of….