So, with me, a large percentage of how a player gets cast is how they respond to the questionnaire.
As in, how much of an answer they give and the tone.
I am entirely serious.
I was thinking it over today as I sent out one-week reminder emails and looking over the ones I'd already gotten, as well as putting another one or two into my spreadsheet.
Actually, that's something I should mention. They way I store most of the base information I get from players is slapped into a spreadsheet with their answers in the corresponding columns. It's easier to answer big questions that way, like "Have they responded to me yet?" or "Do they want to play an E-pho?" or "Do they like romance plots?" Those are things that are simple and easy to look up. They tend to be straightforward yes/no or number value answers. Anything further than that, and we can refer back to the e-mail they sent for more details. (More details! I'll come to that later.)
Anyway, once I put their number into the spreadsheet, I color-code the highlights. Anything that received a very emphatic "yes" ( a 9 or 10, or "I can do this very well!") is dark green, while less emphatic yes answers (8, or "I like doing this") are in lighter green. The opposite is true as well; emphatic no (1 or 2, "I really don't feel comfortable") is in red, less emphatic no (3, "depends on the circumstances, maybe") is in orange. Those tend to be the ones we look up.
As it fills out, the spreadsheet starts looking like this:

You can already see a discrepancy in the players here. There are several whose answers are almost entirely in shades of green, some who have dark green and dark red peppered throughout, and some who have almost no color at all. This tells me a lot about the players. Or rather, I perceive that it does.
The first of this set who are enthusiastically "Yes!" about most of the aspects presented in the characters are players that make me happy. Not because they're easy to cast (they're not!) but because I feel like they're so happy about so much, they're bound to enjoy the game.
The second of this set, the polar types, make me a little happy for a different reason. They tend to be very clear on what they do and do not like. For example, take the set of answers below the first big three-row gap. This player has given me better guidelines with which to cast him/her. This player loves romance plots and costuming, but hates politics and being out of the loop. This narrows prospects down considerably, which may eliminate a few characters this person may have enjoyed playing, but will ultimately leave me with a few good options right off the bat.
The last of this set makes me distinctly unhappy. The players who are ambivalent toward almost everything about the characters. This drives me absolutely bonkers, and as soon as I see a sheet full of fives, I start to prickle with irritation. Take, for example, the player immediately above the first three-line gap. There are only four (out of maybe 35) answers with color, and three of them are red. So, essentially, the only sort of answer I've really gotten out of this person is "eh" or "no." Not exactly promising. My thought process goes from "Hey, with these answers, I can match them up well!" to "They'll either be unhappy or apathetic with their character. Why did they have to sign up for my game if they don't like the concept?" There are a bunch of those scattered throughout, and many don't even have either of the two extremes, just light colors (if any at all).
That covers my paint-by-numbers section, or where their answers fell on the scale. Now, moving on to the second part: how they answer.
This metric is a little more complicated, and on more of a scale. The easiest way to break it down was look at the responses and average the number of words per response (on the open-answer part of the questionnaire).

(SHUT UP I WANTED TO MAKE A PIE CHART IT WAS FUN)
Pretty much as expected. But what that chart doesn't tell you is that there were people who:
-answered every (even the scale of 1-10) question with nearly a paragraph
-gave entirely one-word answers
-gave entirely numerical answers
-neglected to answer half of the questionnaire
Most people fell into the 5-10 category, which is totally expected. It allows for sentences like "I think I'm pretty good at that stuff" or "I've never done it, but I'd like to try!" It seems like the optimal range for giving information, but not too much. Of course, with me, there really isn't a "too much" when it comes to questionnaires.
I like it when people give me detailed responses. They're informative - to a point. Some people can ramble on for a paragraph and still not give you an answer to the question. Most of my players were really good about this. Some offered a lot of useful insight into what they like, which is totally for my benefit and more than necessary. I do appreciate in-depth answers. The people who give in-depth answers tend to also express an enthusiasm for the game and a real interest in getting a good character matchup, which makes me want to cast them first. After all, I'd rather have people who are excited about the game cast first.
The one-word answer group I'm a little torn on. Maybe you're a little pressed for time. Maybe you're not the most verbose person. But there are definitely times that you can tell a person really just doesn't care too terribly much.
Like when they leave a chunk of the questionnaire blank.
Yes, someone did this.
I e-mailed to ask if there was some mistake, but no. It was intentionally done; the player didn't care much about those aspects and didn't feel it necessary to communicate that to me.
Awesome.
I have nothing against being able to go either way on a certain attribute. Everyone has different preferences. Five is a legitimate answer. But when you don't show interest in much that's involved with playing in my game (fives or "no" on goddamn everything?!), how am I going to think that you're going to enjoy it?
If you give me the message of "Here's my info, want to play!" then I'm going to cast you first, and probably make sure to get you the best match possible. You're enthusiastic? Great! I'm going to give you the difficult, energizing, drama-fueled characters that get your adrenaline going!
If your answers show no preference for characters, then I'm going to assume that you really don't care and give you whatever's left. Really. That's how it works.
Give me something to work with, people.
That's all I'm gonna say.
That was longer than I expected. But at least I'm understanding my casting MO a little better now.
I'll leave it up to
elenuial to keep me from casting the... less than informational... players as Eeyore.
As in, how much of an answer they give and the tone.
I am entirely serious.
I was thinking it over today as I sent out one-week reminder emails and looking over the ones I'd already gotten, as well as putting another one or two into my spreadsheet.
Actually, that's something I should mention. They way I store most of the base information I get from players is slapped into a spreadsheet with their answers in the corresponding columns. It's easier to answer big questions that way, like "Have they responded to me yet?" or "Do they want to play an E-pho?" or "Do they like romance plots?" Those are things that are simple and easy to look up. They tend to be straightforward yes/no or number value answers. Anything further than that, and we can refer back to the e-mail they sent for more details. (More details! I'll come to that later.)
Anyway, once I put their number into the spreadsheet, I color-code the highlights. Anything that received a very emphatic "yes" ( a 9 or 10, or "I can do this very well!") is dark green, while less emphatic yes answers (8, or "I like doing this") are in lighter green. The opposite is true as well; emphatic no (1 or 2, "I really don't feel comfortable") is in red, less emphatic no (3, "depends on the circumstances, maybe") is in orange. Those tend to be the ones we look up.
As it fills out, the spreadsheet starts looking like this:

You can already see a discrepancy in the players here. There are several whose answers are almost entirely in shades of green, some who have dark green and dark red peppered throughout, and some who have almost no color at all. This tells me a lot about the players. Or rather, I perceive that it does.
The first of this set who are enthusiastically "Yes!" about most of the aspects presented in the characters are players that make me happy. Not because they're easy to cast (they're not!) but because I feel like they're so happy about so much, they're bound to enjoy the game.
The second of this set, the polar types, make me a little happy for a different reason. They tend to be very clear on what they do and do not like. For example, take the set of answers below the first big three-row gap. This player has given me better guidelines with which to cast him/her. This player loves romance plots and costuming, but hates politics and being out of the loop. This narrows prospects down considerably, which may eliminate a few characters this person may have enjoyed playing, but will ultimately leave me with a few good options right off the bat.
The last of this set makes me distinctly unhappy. The players who are ambivalent toward almost everything about the characters. This drives me absolutely bonkers, and as soon as I see a sheet full of fives, I start to prickle with irritation. Take, for example, the player immediately above the first three-line gap. There are only four (out of maybe 35) answers with color, and three of them are red. So, essentially, the only sort of answer I've really gotten out of this person is "eh" or "no." Not exactly promising. My thought process goes from "Hey, with these answers, I can match them up well!" to "They'll either be unhappy or apathetic with their character. Why did they have to sign up for my game if they don't like the concept?" There are a bunch of those scattered throughout, and many don't even have either of the two extremes, just light colors (if any at all).
That covers my paint-by-numbers section, or where their answers fell on the scale. Now, moving on to the second part: how they answer.
This metric is a little more complicated, and on more of a scale. The easiest way to break it down was look at the responses and average the number of words per response (on the open-answer part of the questionnaire).

(SHUT UP I WANTED TO MAKE A PIE CHART IT WAS FUN)
Pretty much as expected. But what that chart doesn't tell you is that there were people who:
-answered every (even the scale of 1-10) question with nearly a paragraph
-gave entirely one-word answers
-gave entirely numerical answers
-neglected to answer half of the questionnaire
Most people fell into the 5-10 category, which is totally expected. It allows for sentences like "I think I'm pretty good at that stuff" or "I've never done it, but I'd like to try!" It seems like the optimal range for giving information, but not too much. Of course, with me, there really isn't a "too much" when it comes to questionnaires.
I like it when people give me detailed responses. They're informative - to a point. Some people can ramble on for a paragraph and still not give you an answer to the question. Most of my players were really good about this. Some offered a lot of useful insight into what they like, which is totally for my benefit and more than necessary. I do appreciate in-depth answers. The people who give in-depth answers tend to also express an enthusiasm for the game and a real interest in getting a good character matchup, which makes me want to cast them first. After all, I'd rather have people who are excited about the game cast first.
The one-word answer group I'm a little torn on. Maybe you're a little pressed for time. Maybe you're not the most verbose person. But there are definitely times that you can tell a person really just doesn't care too terribly much.
Like when they leave a chunk of the questionnaire blank.
Yes, someone did this.
I e-mailed to ask if there was some mistake, but no. It was intentionally done; the player didn't care much about those aspects and didn't feel it necessary to communicate that to me.
Awesome.
I have nothing against being able to go either way on a certain attribute. Everyone has different preferences. Five is a legitimate answer. But when you don't show interest in much that's involved with playing in my game (fives or "no" on goddamn everything?!), how am I going to think that you're going to enjoy it?
If you give me the message of "Here's my info, want to play!" then I'm going to cast you first, and probably make sure to get you the best match possible. You're enthusiastic? Great! I'm going to give you the difficult, energizing, drama-fueled characters that get your adrenaline going!
If your answers show no preference for characters, then I'm going to assume that you really don't care and give you whatever's left. Really. That's how it works.
Give me something to work with, people.
That's all I'm gonna say.
That was longer than I expected. But at least I'm understanding my casting MO a little better now.
I'll leave it up to
no subject
Date: 2010-01-19 05:40 pm (UTC)One of these days I'll start keeping copies of my own answers in a folder so over time I can create my own metric for myself and be able to answer quickly and accurately.
no subject
Date: 2010-01-19 05:46 pm (UTC)But a casting robot program would be awesome. "Robo-haz has computed that she would like to play a robot. A robot princess."
no subject
Date: 2010-01-19 08:04 pm (UTC)Your process is pretty similar to ours -- except that we so don't do the color coding thing, which is pretty; we just cast from the numbers. I hadn't though about the fact that while a mostly-tens sheet tends to be harder to cast than a tens-and-fives sheet (which is what I try to submit, mostly -- I'd rather be enthusiastic -and- express preferences as long as I have them), that it's still much better than a mostly-fives sheet (or worse, a mostly-2s sheet. Ok, so I get that you are blah on most things and hate some things, but...), that it gives you a much better feeling about the player, but of course it does.
My temptation for players you don't trust (which includes players you don't know who fill out ambivalent questionnaires) is to put them somewhere non-essential where they can't mess up anyone else's fun. which isn't necessarily a bad plan -- except that "non-essential" roles tend to be worse written. It's actually useful to have non-essential roles, as you can have players who might flake, might wander off, might potato for the entire game, etc, and if you can tell this when casting, you can avoid turning a small problem into a big problem -- but it's -hard- to make said roles also full and critical if the player's actually playing the game properly.
no subject
Date: 2010-01-19 08:47 pm (UTC)But the trouble is that I really don't have non-essential roles. Everyone has connections. Everyone has a big picture. Everyone gets a story that's charged with other characters. It's what takes me forever to write the damn things, but it also ensures that no one's ever bored.
no subject
Date: 2010-01-19 10:07 pm (UTC)To a large degree, I think this gets done by adding -more- connections, more plots, etc -- with enough density, every character is to a degree non-essential.
The way of things, though, is that even if you do this, some characters will be more central than others -- or that's my experience, anyway.
no subject
Date: 2010-01-21 02:00 am (UTC)Of course this entire thread now leaves me pondering my questionaire and if I included enough useful information.
no subject
Date: 2010-01-26 09:05 pm (UTC)the one you forget about
the one that resolves itself
the one you never get around to
the one you spend most of the game working on
the one that someone else prevents from ever resolving
(Edited to fit Haz's sytlesheet better)
no subject
Date: 2010-01-19 10:42 pm (UTC)And yes, I totally pulled up my questionnaire to see where I fell. BECAUSE I AM CRAZY.
ALSO, I STAND BY MY GENDER!
no subject
Date: 2010-01-20 06:27 am (UTC)no subject
Date: 2010-01-19 05:48 pm (UTC)no subject
Date: 2010-01-19 06:45 pm (UTC)no subject
Date: 2010-01-19 06:03 pm (UTC)no subject
Date: 2010-01-19 06:45 pm (UTC)no subject
Date: 2010-01-19 06:15 pm (UTC)Not always, of course, but it does happen.
People who give me little to work with are the ones who get slotted into whatever's left. I don't know that it gives them what they wanted, but there's little you can do about that.
Also, that's a lot of charts. I know I did a chart for Story Wars, but it was more of a list of names with hash marks next to them. That's some crazy charts.
no subject
Date: 2010-01-19 06:47 pm (UTC)That's a really good point, and what I'm hoping will happen in the game. Most of the players who submitted the "GAME GAME GAME" responses are people I know as enthusiastic players who could probably pull that off, if put in a position to do so.
no subject
Date: 2010-01-20 06:59 am (UTC)I know that's how it works for me. If my role feels like it is subdued, then I act subdued, which doesn't always feed to other people. If my role is more proactive, then I go out of my way to engage others.
no subject
Date: 2010-01-19 08:44 pm (UTC)Though I guess all I really needed to say was "No, I don't have to be Kaylee"
no subject
Date: 2010-01-19 08:48 pm (UTC)no subject
Date: 2010-01-19 09:16 pm (UTC):-)
[edited for better icon]
no subject
Date: 2010-01-20 03:57 am (UTC)And yes, not asking for Kaylee does help. :)
no subject
Date: 2010-01-19 08:00 pm (UTC)However, being told that more info on the questionnaire is good. :D
I'm all for more specific answers, btw. It took me a few tries to figure out how to answer those sorts of questions for games. The newbie response was 'OMG I don't know... uhhhh 5.'... which makes it hard for GM and player alike.
Random blather because I'm interested in your opinion. For example, one question I usually had trouble with is 'honesty'. I do well when I only have one 'official' story to remember, because that way I don't have to remember who I've told what. It can be an utter fiction that I'm bilking the rest of the world with (aka a party line), and I'm TOTALLY OKAY with that in terms of game. I just know I have trouble telling different stories to multiple people in a sincere and believable manner. ;) So do I prefer to be 'honest'? Sorta. Depends on how you define honesty! XD
no subject
Date: 2010-01-19 08:06 pm (UTC)no subject
Date: 2010-01-19 08:40 pm (UTC)no subject
Date: 2010-01-19 10:09 pm (UTC)But it's a useful thing to have on the form, in that while some players will remember to put their buttons on every single game, some won't unless prompted, so when a player has features of their playing they know about, having a "tell us the important thing we need to know" may get them to, well, tell you. It should clearly be an optional question in that form, though.
no subject
Date: 2010-01-19 08:31 pm (UTC)WHAT? TALK ABOUT MYSELF FOR SEVERAL PAGES?
no subject
Date: 2010-01-19 08:40 pm (UTC)no subject
Date: 2010-01-19 08:42 pm (UTC)I feel sheepish now--for me, an 8 signifies WILD enthusiasm. (I've probably spent too much time around teachers who regard a top score as something they only give out once a year at best...the bell curve around here is *steep*.)
no subject
Date: 2010-01-19 08:49 pm (UTC)no subject
Date: 2010-01-19 10:42 pm (UTC)Me! Me!
no subject
Date: 2010-01-20 06:26 am (UTC)When I fill out numbers, I consider 5s to be indifference. I'm fine with it and have no preference. Moving up from there, I use the rest of the numbers mostly to compare versus each other, to indicate which of the various traits I might have a higher preference for.
Admittedly, I always hate the numbers section on apps, even though I use them myself. Sometimes they tell you things, but I get more out of what people say themselves.
no subject
Date: 2010-01-19 08:55 pm (UTC)It would be pretty normal for me to, based on your scales, have a handful of dark reds and the rest totally colorless.
I'm seldom pre-excited about a particular type of character. I plan to do my duty and make the game fun for myself and others no matter what I get. The dark reds are to tell the GMs under what circumstances I will have an especially hard time making whatever I get into Really Awesome, either due to self-consciousness about skill at a type of characterization or activity, or (less often) actual dislike of a type of role or activity.
I don't like to give "dark green" responses because to me that feels exactly like saying "dark red" to not getting what I marked green, and I don't want to make myself into an uncastable paradox.
Speaking of which, I will fill this thing out eventually, and if you don't get it right and cast me Perfectly and guarantee 100% fun awesome time, I will stop being your friend and consider you a horrible uncreative failure of a person. And I expect you to do that even if I leave half the answers blank just to test you.
no subject
Date: 2010-01-19 09:06 pm (UTC)omg if you don't have an awesome time I will bake you a cake and serve it on a copy of your character sheet ;_;
no subject
Date: 2010-01-19 09:19 pm (UTC)I want a cake in the form of my character so that it can be ritually destroyed/cannibalized.
Then maybe I will forgive you.
no subject
Date: 2010-01-19 09:26 pm (UTC)Are you thinking of a piñata? I think you're thinking of a piñata.
no subject
Date: 2010-01-20 06:17 am (UTC)no subject
Date: 2010-01-20 02:06 pm (UTC)no subject
Date: 2010-01-19 09:27 pm (UTC)Obviously, I hope the way I filled out my questionnaire was helpful to you. I tend to rarely put down hard preferences, because I'm neurotic about locking down myself or the GM. Generally, anything 7+ is an extremely enthused 'yes!' Anything that does get a 10 makes me drool (though I'm still comfortable around the general ranges.)
I really look forward to this game.
no subject
Date: 2010-01-19 11:17 pm (UTC)In my brief experience with casting I can't stand the people who give everything the same number. Middle isn't quite as bad because they have only themselves to blame if they actually cared about something and didn't express it. Universal lows and highs however tend to indicate that they care very passionately about something in that set, but I have no idea what really matters. I'd much rather see a questionnaire with half 1's and half 4's than 9-10's throughout.
no subject
Date: 2010-01-19 11:28 pm (UTC)That being said, I see 10s as being "I enjoy this" not "I'm asking for this" because many of the things that I ask in that category directly contradict one another. For example, I had a few people answer highly for both "knowing everything" and "knowing nothing" as well as high marks for both "subservient" and "defiant."
So, unless this person really expects me to create a character who subserviently defies in a clueless yet well-informed way while having nebulous-but-very-clear goals while following their well-costumed love interest around showing both total adoration and total contempt in their angst-ridden, stoic-but-zany oozing sexuality, I'm going to have to stick to my interpretation.
People aren't creating their own character with their questionnaires, so they're not going to get exactly what they put down. They know this. They're letting me know what they like so I can match them up with an already-written character.
no subject
Date: 2010-01-20 12:00 am (UTC)I think for me that the "really likes" don't actually impact my enjoyment all that much, but the "really dislikes" do. If I really don't want a love plot, having a role that requires it (because not pursuing something will hurt another player's fun) can make me quite unhappy with casting, but getting a love plot when I really want one probably won't have a really strong impact on my enjoyment. It'll be nice to get the play experience I want/expect, but I likely won't notice if I don't get it, and the thing that will ultimately determine my enjoyment and enthusiasm will be general character and LARP quality. I wonder if others feel the same.
Since the one thing that's definitely clear with this is that people have perceptions on the meaning of casting questionnaires, it'd probably be good to have some explanation of how the GMs of a LARP perceive answers, or if that's not present experienced players should make sure to communicate what their answers are supposed to mean.
no subject
Date: 2010-01-20 06:17 am (UTC)My dream character, gone forver. *sniff* :(
no subject
Date: 2010-01-19 11:27 pm (UTC)no subject
Date: 2010-01-19 11:28 pm (UTC)no subject
Date: 2010-01-19 11:40 pm (UTC)There's an event bidform there.
no subject
Date: 2010-01-19 11:50 pm (UTC)no subject
Date: 2010-01-20 12:10 am (UTC)< subtle > poke < /subtle >
no subject
Date: 2010-01-21 02:19 am (UTC)