I just finished up my Castles and Crusades game this evening. As in all games I run, I asked after the session what sucked about the campaign and what rocked.
What I learned:
Don't fixate overly much on one character. Be better prepared to let up and run a one shot or play boardgames when I'm not up to running. When the stuff or Real Life comes between me and preparation, It is better to play something different than run a session that is, teh SUCK.
Keep making the worlds in which I set my games vibrant and alive. Castles and Crusades does indeed rock for my group.
Allin all, the game was decent. I'd not put it into my "all time favorite campaigns" list, but it did its job and made for some good stories. It was simply decent. Not as good of a showing as I would have liked, but decent nonetheless.
Now it's time to regroup with ym group, play a few one shots (or boardgames or whatever) and get ready for next semester's game...which is not yet decided upon.
Great post, good lessons learned.
RPGPundit
Quote from: RPGPunditGreat post, good lessons learned.
RPGPundit
Thank you kind sir.
Does anyone else ask questions like this after a game has ended?
Quote from: joewolzDoes anyone else ask questions like this after a game has ended?
Oh yeah.
My players are (unfortunately) waaay too nice to be overly critical, but I do occasionally get an indication of something that I could have done better, which I mentally file away for future consideration.
Quote from: KnightskyOh yeah.
My players are (unfortunately) waaay too nice to be overly critical, but I do occasionally get an indication of something that I could have done better, which I mentally file away for future consideration.
I find the best way around this is to ask very blunt questions. Start with "What sucked about this game?" and follow up with "What ROCKED about this game?"
You can always go first...I do that when I have a new player in the group or people are sheepish about what sucked.
Quote from: joewolzDoes anyone else ask questions like this after a game has ended?
I used to do this when the campaign ended. Now I do this after every session. I find that it is of more help to me, when I get feedback after every session, so mistakes, likes/dislikes etc can be figured out before the campaign progresses any further.
All these post game discussions are pretty friendly. It's more like what elements the players find interesting, what they want to see less of, are they digging the tone or
am I sustaining the tone of the campaign. Things of that sort.
Joe you highlighted something which more gamers should do, to cut down on some of the dysfunction which seems to plague some groups.
Regards,
David R
I used to, but not so much anymore, but that's becuase my players are pretty up front about this kind of stuff.