"A year ago, I started doing feedback in most of my games — and it turned out that all the games with feedback started improving. Feedback has a system and one important RULE: Everything you say needs to be formulated as friendly and nice as possible. NO: “You suck.” YES: “I didn’t like that — can we think of a solution to change it?” One person starts. The next in line is the one who got the rose, until everybody has had their turn. It takes about 10–30 minutes, depending on whether there was an issue in the game. 1. The Rose Given to another player for good roleplay — for something you did that was cool or impressive in character. 2. The Star Usually goes to the DM. It’s given for your favorite scene of the session — a nice setting, map, cool NPC interaction, or combat. Basically, for something the DM did in their role that you really liked. Sometimes, players roleplay can create a cool scene — a star can be awarded to them as well. 3. The Wish For something you’d like to happen in a future session, or for behavior you’d like to kindly ask to stop. It’s for things you didn’t like in the game and wish to see changed for the better. This is the place for positive critique — it’s not for shitting on someone. It’s for bringing up small gripes that can be solved through a friendly, solution-oriented conversation. WHY DO I DO THIS? There are several reasons: 1. To solve small problems right away instead of letting them fester until they explode and end up on RPG horror story. 2. DMs can be self-conscious about things in the game. This helps them hear what the players actually enjoy. 3. We, as humans, don’t get enough compliments — and many of us are bad at receiving them. This gives us the chance to say nice things to others and hear nice things ourselves. It inspires greatness. 4. It helps with party dynamics. Especially in online games, people often just drop out of the call after the session. This brings the focus back to the players and back into real life.