Dungeon Master Evaluation Form
(Fill in or indicate only those which apply)
1.
A: I think your games are
much too easy for characters. No matter how stupidly we
play, we
survive, advance and gain treasure.
B: Your games are much too difficult. If I wanted the brutality
of real life, I’d be playing
the stock market.
C: Basically, I think hazards and rewards are fairly well balanced in your world.
2.
A: Haven’t you ever heard
of resurrection?
B: Doesn't’t anybody ever die in this place?
C: For the
frequency with which we play, I think an average of about person(s) per
campaign(s) should die a-resurrectably b-nonresurrectably in order to keep
the game exciting.
3.
It’s much too easy to gain
treasure in your world. Yes/No
4.
You need more treasure in your dungeons. Yes/No
5.
A:Your major treasures are really
inventive, but you need a few more minor treasures
scattered about.
B:You have enough treasure in your dungeon, but you need some concentrated piles we
can really be creative about going after.
6.
A: More minor magical items would
add a lot to your campaign.
B: You need more major magical items in your world.
7.
A: I think it’s most fun
to play low level (1-3 level) characters where you’re scrambling
for coppers to buy torches for the expedition. This is the level most like real people; I
identify with it.
B: The best level is moderately high (7-10) where you’re scrambling to meet
the cost
overruns on your castle. I always wanted to be a feudal lord.
C: High-level (15-20 level) adventures are the most interesting. I like the inventiveness
required to save the world; and the glory isn’t bad either.
D: I like even higher levels (
).
8.
A: I prefer games with only a character
per player per adventure.
B: I prefer party-sized adventures where some or all of the player characters
have one or
two companions in arms.
C: The best
games are where we play armies against armies.
9.
A: The whole point of these games
is creativity. When I’m inventive and daring
enough to pick the
vampire’s pocket, I expect to be rewarded if I succeed.
B: Picking the key out of that vampire’s
pocket was cheating. You should have to hack
your way through a monster.
10.
A: The best parts
of your campaigns are the dungeons themselves. Your rooms,
traps and the like are always a surprise, delightful or otherwise.
B: Your non-player characters
are what makes your game. We run into the most
fascinating
people; they bring the adventure to life.
C: Your inventive curses are intriguing. Were
you a gypsy in a former life?
D: It’s really the themes to places in your world that
give the campaign body. No one will
ever say you had a computer
run off rooms, monsters and treasures.
11.
A: It’s most
fun to play competent characters. I prefer the “newer” techniques of
rolling up characteristics. I can fall over the trash can in real life. When I come to D&D, I want to
track my arch-enemy over rocky mountains and through marshy mires.
B: One of the best parts
of playing a character is to accommodate their attributes. It’s a
challenge and a delight to play a grumpy dwarf that hacks down the door everyone else is
tiptoeing by. I prefer “older” techniques of rolling up characters which give more
average, more believable traits.
12.
Overall, I thought
your last adventure was-
A: excellent;
B: pretty good;
C: better than being hung up by my toes for eight hours;
D: a few more that bad and I’ll stay home to wash my hair.
13.
Usually, though, your
games are-
A: fantastic;
B: great fun;
C: better than being run over by a Volkswagen;
D: worse than being hit by a Mack truck.
14.
Your games give too
much advantage to-
A: Magic-Users;
B: Fighters;
C: Druids;
D: Thieves;
E: Clerics;
F: Illusionists;
G: Humans;
H: Demi-Humans;
I : Paladins;
J: Rangers;
K: Barbarians;
L: Assassins;
M: Other (
) .
15.
On the other hand,
it’s a horror to be a-
A: Magic-User;
B: Fighter;
C: Druid;
D: Thief;
E: Cleric;
F: Illusionist;
G: Human;
H: Demi-Human;
I : Paladin;
J: Ranger;
K: Barbarian;
L: Assassin;
M: Other (
) in your world.
16.
Advancement in your
dungeon is-
A: too fast;
B: too slow;
C: too variable;
D: as close to perfect as it could be unless I were the Dungeon Master.
17.
The pacing of an adventure
is almost entirely up to you as Dungeon Master.
In general, your pacing is-
A: good;
B: could stand some beefing up;
C: Pacing?
Do you have pacing?
18.
Your pacing could be improved if-A: you stopped
characters from discussing their
moves in melee by making that discussion their move;
B: you rolled for wandering monsters when the party gets bogged down in an argument;
C:
you were a little sharper and more orderly about asking each person what they were
doing in melee;
D: you didn’t let one of the characters boss the others so much;
E: you didn’t let one of the characters boss you so much;
F: you didn’t take half of forever to look something up in the manual all the time;
G: you didn’t stop characters to make them back up moves when you thought of some
thing after the fact;
H: other (
).
19.
On those occasions
when you don’t quite remember what the manual says on a certain
point, I would prefer
that you-
A: look up the answer no matter how long it takes;
B: guess, if you have to. After all, the reason we have a Dungeon Master instead of a computer
running us is for flexibility, creativity and responsiveness.
20.
I feel that-
A: Dungeon Masters should almost always go exactly by the rule book. I value consistency above
all.
B: Each Dungeon Master creates his or her own world. The rule books are intended only
as a guide to
aid in playability.
21.
Your game is a-consistent
b-inconsistent with itself, and a-consistent b-inconsistent with
Advanced Dungeons &
Dragons. I a-do b-do not like this situation.
22.
Your campaign could
use more/less (write “m” or “I”)-
A: general weapons;
B: complicated, realistic combat;
C: powerful wandering monsters;
D: simple, fast-moving combat systems;
E: general wandering monsters;
F: chaos/law confrontations;
G: chaotic creatures;
H:
lawful creatures; divine intervention;
I: ways to get information;
J: non-player characters;
K: other (
).
23.
A: There is too much
magic in the campaign.
B: There is not enough magic in the campaign.
24.
( / ) is the ideal ratio of levels progressed vs. games played.
25.
You have a-too many
b-too few curses in your game; the ones you have are a-dull b-inventive.
26.
You have
a-too many b-too few physical traps in your game; the ones you have are a-horribly
mystifying
b-delightfully simple.
27.
You have a-too many b-too few non-player characters in your
game; the ones you have are
a-fascinating personalities b-boring cannon fodder.
28.
A: I prefer that non-player characters have strong personalities and can be persuaded into
being true side-kick companions.
B: I just want to hire me some cannon fodder. When I charge
him at the golem, I don’t
want to feel bad about losing
the turkey.
29.
You a-do b-do not let
a bossy player get away with running everybody else.
If you do, you might be able
to limit this by-
1- specifically asking each character what they’re doing;
2- making any “bossing” that character’s move in melee;
3- devise a method
of choosing a leader, such as making the character with the highest
Charisma-plus-level lead;
4- having some non-player character put a zipper spell on the
jerk’s mouth;
5- I don’t know but PLEASE do something.
30.
Worlds where
the Dungeon Master borrows heavily on mythologies, literary fantasies, etc.
which
interest him (whether or not these are in the Advanced Dungeons & Drageons manuals)-
A: are the most interesting worlds.
B:Shows a need to stick to the manuals.
C: I have not played often enough to figure out all your quirks.
31.
A: Dungeon Masters
who guide us through an adventure are best.
B: I prefer lots of opportunity to choose my
own path in your world, but this does require
lots of chances
to find out information (blind stumbling around is boring).
32.
You need a-more b-less
everyday objects in your campaign. Finding a good pair of scissors
sound trivial, and it
is; but ultimately such objects vastly expand what you can think of to do
and hence make
the game much more fun.
33.
A: I don’t
like to be knifed in the back. We shouldn't’t invite unruly and unreliable
characters to our games anymore.
B: On occasion, I like a chaotic adventure where I can
vent my hostilities as an Assassin.
34.
The best part
of your game is-
A: the break for pizza;
B:the incredible detail of your world;
C: the concrete rewards of money for effort;
D:the fascinating non-player characters;
E: seeing my character steadily advance.
F: the inventiveness you encourage in us
Players;
G:the thrill of defeating monsters;
H: the ingenious traps;
I: playing a game with people instead of against them;
35.
My favorite
role-playing game is-
A: one close to medieval tales;
B: heroic fantasy;
C: one with a heavy scientific bent;
D: one with mutants;
E: one with space travel;
F: other(
).
36.
My favorite game (irrespective of Dungeon Masters) is
A: AD&D;
B: Traveller;
C: Runequest;
D: Metamorphosis Alpha;
E: other (
) .
37.
The gods should
be offended when a player (
).
38.
If I were to
make ONE single suggestion about how to improve your campaign, it would
be (
).
39.
I don’t
think you give enough credit to-
A: lawful integrity;
B: chaotic audacity;
C: bravery;
D: brute
force;
E: persistence;
F: other (
).
40.
A: I enjoy miniatures.
B: Elaborate miniatures are one of the best parts of the game.
C: Miniatures are useful for knowing who Clumsy Alfred fell into when he stumbled.
D: Miniatures are irrelevant or even distracting from the game.
41.
A: Town adventures
are one of the most colorful parts of the game.
B: Wasting an hour in town bartering for
a sword or hireling is boring.
42.
Time in your
dungeon a-is b-is not realistic, and your distortions make the game a-more b-less
playable.
43.
A: I like to
hack and slash.
B: I like dungeons that take many adventures.
C: I like minicampaigns that take one or two adventures to complete.