Post Campaign Player Survey

Post/Author/DateTimePost
#1

Pinwarp

Aug 27, 2015 17:02:44

Hello,

 

So, I am a few sessions away from wrapping up a year long campaign (characters went through Lost Mines, followed by Tyranny of Dragons), and we plan on retiring the campaign and starting fresh with Princes of the Apocalypse (there will be an in game time jump, and using new characters). 

 

I was wondering, has anyone made up a Post campaign survey? Something with a bunch of discussion questions or ways to solicit feedback from players? I want to have a session where we transition from one campaign, discuss all the things we like or didnt' , get feedback, and go over a buncha stuff before diving into character creation for the new game.

 

Anyone have any links or resources that can help me?

 

Thanks!
 

 

#2

AaronOfBarbaria

Aug 27, 2015 17:31:40

I don't do anything formalized, and I don't wait for the end of a campaign.

 

After most sessions I listen to what the players are talking about, which when it is the game being played is typically what they liked and are looking forward to doing in the next session, or disliked or are dreading going down in the next session.

 

The only way I've ever needed for soliciting player feedback is to say "How are you guys feeling about this campaign?"

 

Waiting to the end of a campaign for such a process would likely include some forgotten talking points, and definitely invites there being far too much feedback to actually adjust to in time for the next session to any worthwhile non-overreaction way.

#3

Barky

Aug 27, 2015 17:47:23

Pinwarp wrote:
#4

Alduran

Aug 27, 2015 17:54:57

AaronOfBarbaria wrote:
#5

Ralif_Redhammer

Aug 28, 2015 6:38:57

I have not done such a thing, but I think it’s a great idea. I’d want to know three things – what I can do better, what they most enjoyed, and what they'd like to see in the next campaign.

#6

DM_HEEGZ

Aug 29, 2015 4:37:06

Things I have asked (and implemented):

 

Do you want to use feats next campaign, or play without? (currently playing with no feats now)

 

Do you want to use optional rules for initiative, critical damage, item breakage? (tried group initiative for a while and went back to RAW)

 

Do you want to switch to milestone XP instead of incremental? (we use milestone now)

 

How is the pacing of combat vs. narrative? (we found we prefer lots of combat, but a much quicker pace and have tried speeding resolution up)

 

What would help you roleplay better and/or earn more inspiration?

 

Do you want to use flanking rules, marking, change OAs to be like 3e? (flanking is in and provides advantage)

 

Do you want to start at level 3 instead of 1? (we still start at 1 but progress to level 5 more rapidly now)

 

How much time do you want to spend on random encounters vs. sticking to the main plot of a published adventure? ( i don't roll nearly as often for encounters in published adventures now. a few [un]lucky rolls and we could have 3-4 combats on the way back to town and session runs out of time)

 

Do you care if i make full plate almost entirely unavailable in the setting? (only knights have full plate now, and has to be custom fitted. splint/plate mail is status quo for all fighter types and creatures in heavy armor, well that and chainmail of course. hmm, also, ring mail is not a thing)

 

Do you want to keep using plot twist cards? (published by Paizo, they still love using them in 5e)

 

Do you want to play more than one PC per player? (not usually, I run a DM NPC in the party at the moment for a small group)

 

That's all i can think of. Much of it is tweaking the game rules. Sometimes I just tell them I am trying something new, and if it is less fun we return to RAW.