Before your next gaming session, grab a pad and write three things across the top of the page: Loved, Blah, Hated, in that order. Draw a line down the page between each one to make three columns.
During the session, keep that pad handy and watch your players — are they jazzed about what they’re doing? Do they look bored? Are they sighing, or flipping through books? Do they only look excited during certain parts of the scene?
After every scene, jot down a couple of notes in the appropriate column (or columns). That’s the “Loved, Blah, Hated” (LBH) list, and it’s a powerful tool.
I generally take notes about what went well and poorly in my sessions, but I’ve always been pretty haphazard about it. I decided that I wanted a process to follow, and the Loved, Blah, Hated list is that process. I’ve never tried it before in exactly this way, but I know that the concept is sound.
Scenes
So what counts as a scene?
It depends on your game, but as a rule of thumb if it involves most (or all) of the group and takes more than a few minutes to play through, it’s worth making a note about it on your list.
As a rough baseline, think of a chapter in a novel or a scene in a movie — and err on the side of too many notes, not too few (at least at first).
Here are a few examples that are common to many games:
- A battle
- A car chase
- Exploring an area
- Shopping for gear
- Planning a raid
Picking a lock wouldn’t count as a scene. Neither would one round of combat. Once you’ve started using the LBH list, you’ll get a feel for what qualifies as a scene and what doesn’t.
Taking Notes
After each scene, make a note in the appropriate column (if everyone had similar reactions) or columns (if players had different reactions to the scene).
Often, your players will react differently to the same scene — so always include player names (not PC names) with your notes. If you’re short on time, use their initials instead.
After the Session
After the game, look over your LBH list. If you took sketchy notes, flesh them out a bit so you’ll remember what you were talking about later on.
What does the list tell you? Are there things that that surprise you? Did certain scenes go better or worse than you expected?
The goal is to have a lot of notes in the Loved column, and as few as possible in the Blah and Hated columns. All three columns are important for improving your GMing, though — and for making sure everyone has more fun at the next session.
Loved: Take what’s in this column and do it as often as possible. Look for commonalities between the things you wrote down.
For example, if you wrote “clifftop chase” and “underwater battle” in your Loved column, the common elements might be dramatic setting, fast paced and action.
Blah: It’s easy to do more of what your group loves, and avoid what they hate, but figuring out why their reaction was blah can be tricky.
Sometimes it’s a matter of taste — a lot of folks don’t like item management in D&D, for example. Usually you can minimize these elements in future games without making things less fun for the rest of the group.
If your whole group is blah about something, it probably didn’t go as you intended it to. Maybe something that you were excited about when you wrote it down fell flat in the game, or just wasn’t a good fit for your group. These elements are worth reworking and trying again in a future session.
A blah reaction can also be a symptom of abused player syndrome, or similar issues.
Hated: Things you wrote down in this column should be avoided in the future, with very few exceptions.
More often than not, if something might have worked had it gone differently, it’d wind up in the Blah column, not the Hated column.
Eliminate the Guesswork
The easiest way to avoid misreading your players is to share your list with them after the session. That way you can confirm your assessments of their reactions to different scenes — and you might get other useful feedback at the same time.
Consider following the “cuddling after sex” rule with this: Don’t ask how things went right away — instead, send out an email or otherwise follow up a bit later on.
Edit: As Roger pointed out in the comments, the LBH list is a supplemental tool — you should definitely be getting feedback directly from your players as well. Getting Player Feedback covers this topic. (It’s linked above, too, but I should have made this point more clearly. Thanks, Roger!)
That’s the Loved, Blah, Hated list in a nutshell — let me know what you think of it! And if you give it a shot at your next session, I’d love to see your actual list in the comments.
Good advice. Personally, every GM eventually does that on a more subjective and abstract mental level, but it is nice from time to time, maybe once or twice an year to jot the group’s preferences on paper. Only if they are not used as hard rule afterwards – often what they love now is going to be hated later once they’ve done or seen it a dozen times. Also, it all depends on presentation. Item management can be both fun and tedious process, depending on GM and player’s disposition.
Only if they are not used as hard rule afterwards – often what they love now is going to be hated later once they’ve done or seen it a dozen times.
Assuming you sift for common elements in what your players love and hate, you can reproduce the common element, not the precise situation — which gives it more longevity. (That’s what I was getting at with the clifftop chase and underwater battle example.)
Also, it all depends on presentation.
Absolutely! This is especially true for things in the Blah column, which may just need to be refined until they really hum.
The drawback to me would be the delay in setting the next scene. I’m guessing it should be a quick process, but it’s still time “hanging” between scenes. Do you have thoughts on how to minimize that hanging time?
[The easiest way would seem to be scribbling down more scenes at a time, but that looses the immediate response nature of the original.]
Scott: Sure thing!
Make your 3-column page more structured by writing down all the scenes in advance, along the side (each one gets a row).
Then when a scene is winding down, just jot down “all” or each player’s initials in the appropriate column(s).
Leave some room for scenes you didn’t anticipate on another page, with just the columns written in.
You also may not need the whole scene to gage someone’s reaction — if not, just jot it down as soon as your sure about it.
Does that help?
At the same time, the GM shouldn’t be shy about just straight-out asking the players what they enjoyed and what they didn’t. All of this subterfuge around guessing what the players are thinking seems like a bit much, at times.
Actually, I think an even better way to do this would be to have a “disinterested observer” make this list. Measuring changes things, especially where human interaction is involved. Bad enough that the DM has to stop the flow himself. At least an outside observer can be somewhat unobtrusive.
Of course, you’d need an observer that wasn’t bored silly by the process. Ideally, he wouldn’t know that much about roleplaying games, though. You’d like for him to make his judgements strictly on perceived player reaction.
Another way to do it, at least occasionally, would be to deliberately contrive a situation where the party splits up. Then have one half of the party observe the other half. Seeing what others apparently enjoyed or didn’t might spark them to give more feedback outside such sessions.
Neat idea, CJ! I agree that the logistics of finding an observer might be tricky, but it could be worth it.
Perhaps a spouse/boyfriend/whatever who is interested in RPGs, but not ready to give them a shot yet?
How about videotaping your session, then reviewing a day or two later? I don’t have the equipment for this, nor have I tried it, but it seems like you could go back and do a self evaluation of not only the GM, but the players reactions as well. Martin, I believe you discussed this on another post here, but it was geared toward the GM. Why not look at the whole group?
The DMG 2 suggests doing something very much like this.