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I have an idea, let me draw you a sketch

How do I rate as a Dungeon Master?
Only my players know for sure...

When Tuborg the not-so-bright Cleric decides to sneak off to 
the castle with his 3 war dogs, the Dungeon Master can immediately roll for which of
the wandering monsters attracted to the barking of dogs arrives first.
 
When Eldor the paladin closes his visor and pretends to be a statue so as to hide
from the vampire, the Dungeon Master can have the vampire can use its drain level
attacks and tare Eldor’s irritating head off.

But when the Dungeon Master announces that he will offer 5,000 gp for a Rod
of Cancellation but wants 40,000 gp for a Knock Scroll, the hapless
Player Character has nothing he can do to immediately and forcefully voice
his displeasure. Well, the Player can storm out of the house in a huff,
but that approach is, strictly speaking, outside the framework of Advanced Dungeons
& Dragons. There simply Is not’t (and realistically, cannot be) automatic feedback
going from Player to Dungeon Master built into the game.

 Ideally, me and the Players could informally discuss the format of each game between
games, and the Players could thereby coax me into adapting the campaign more to their
liking. But, as is typical of most versions of Paradise, this situation is rare. Even if a Player
is willing to try and discuss a Dungeon Master's campaign, the Player may succeed
only in getting misunderstood or making the Dungeon Master defensive. This is
particularly true if the Player waits until the party has just been wiped out.

Yet, most Dungeon Masters have spent a lot of time developing their dungeons
and want Players to enjoy coming to their adventures. Dungeon Masters want to
run a good campaign, one that is fun for themselves and their Players. Yet even if a
Dungeon Master listens to his Players, he may not be able to figure out what the strengths
and weaknesses of his own campaign are. All Players gloat the day they literally stumble
over an unguarded dragon lair full of treasure. All Players bitch the day the Magic-User
throws a lightning bolt at the gelatinous cube, and that bolt rebounds to crisp the entire party.

More, there is no perfect game. An exciting campaign geared for thirty-year-old astrophysicists
who’ve been playing together for five years will leave a group of twelve-year-olds bewildered.
 A well-directed story line for small children which guides them through an adventure will bore
college students used to determining their campaign as much as their Dungeon Master does.
A Dungeon Master has to adapt to be at his best.

The key to being a Dungeon Master is to provide a BALANCED campaign. Since the one
form of feedback intrinsically missing from the game is that from Player to Dungeon Master,
the following worksheet (read “slaughter sheet”) may help. At least, it may help the Players
to get even, if not to get results.

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.

Aborgmingi@hotmail.com