TLDR: Download your D&D/TTRPG Feedback sheet here.
The problem with getting feedback
My players have an incredible amount of respect for the time I put into our D&D sessions. Which makes me grateful but which makes getting critical feedback hard. And that’s because my friends are great people but also because we often see feedback as a review. How good we think something is. And as useful as a review might be, feedback doesn’t need to be that direct and can yield a lot more constructive information.
Balanced, no middle ground feedback
2 Way balance
The arrows let your players choose from 2 opposites. The more you lean to the right, the less you can have of the left and vice versa. There’s no value judgment here. It’s a way to communicate what your players want more in the game to come. If you had other players they might have chosen differently.
3 Way balance
A little more complex yet exactly the same principle is the 3 ways balance. Let your players put their mark in the red area. The further you put your mark in one direction the less you can get of the other 2.
No middle ground
There’s still a subtle way your players can tell you you did a great job. They’ll put their mark in the middle. And while it might be the way they feel and while you as the DM might appreciate the sentiment you need to force them to choose. If you force somebody to choose, you can’t blame them for choosing. This way you can get feedback from even the most sentimentally careful player in your group. This is why they need to choose from either +++ or + left or right, and why the middle of the circle isn’t red.
Act on it!
No matter how much effort we put into getting feedback, your players won’t really like giving it. So once you have your precious feedback, act on it. It’s even better to overdo it then having them doubt they’re listened to. If you did overdo it, they'll let you know on the next feedback sheet.