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<blockquote data-quote="Rune" data-source="post: 6210849" data-attributes="member: 67"><p><strong>Lesson 26: Use your players' imaginations.</strong></p><p></p><p>I'm about to suggest something that is going to go against the instincts of many a DM. Traditionally, we've been conditioned to think that providing more details equals better DMing. Waste of time. And effort.</p><p></p><p><em>Details don't matter until they matter.</em></p><p></p><p>And, consequently, details don't <em>exist</em> until they matter. Now, I don't mean you shouldn't give <em>any</em> details! Rather, you should provide sparse details, but <em>suggestive</em> ones.</p><p></p><p>Why should you do this? Well, first, it makes improvisation easier and, if you're doing minimal prep, you're doing a lot of improvisation, right? But, even when you've planned an encounter or scene, creating a few evocative details instead of a set description provides flexibility in unfolding the scene that a set block of descriptive text simply doesn't. Not only that, but important details tend to get missed by players when they're couched amid a block of irrelevant details.</p><p></p><p>Most, importantly, however, when you give your players a few evocative details that only suggest the situation, you encourage them to ask you questions (which is good, because it helps you focus their attention) and it encourages them to use their own imaginations (which is awesome, because that's the point when it becomes <em>their</em> game instead of just yours!). Imagination equals buy-in. But it also means less energy spent on your part in creating the scene. That's a good thing.</p><p></p><p>Of course, conflicts of vision will arise from time to time. When this happens, it is important to roll with the players' interpretations as much as possible, because feeding their imagination is your primary goal. Shutting them down just sends the message that your imagination is more important than theirs and that is a message that runs counter to your goals.</p></blockquote><p></p>
[QUOTE="Rune, post: 6210849, member: 67"] [b]Lesson 26: Use your players' imaginations.[/b] I'm about to suggest something that is going to go against the instincts of many a DM. Traditionally, we've been conditioned to think that providing more details equals better DMing. Waste of time. And effort. [i]Details don't matter until they matter.[/i] And, consequently, details don't [i]exist[/i] until they matter. Now, I don't mean you shouldn't give [i]any[/i] details! Rather, you should provide sparse details, but [i]suggestive[/i] ones. Why should you do this? Well, first, it makes improvisation easier and, if you're doing minimal prep, you're doing a lot of improvisation, right? But, even when you've planned an encounter or scene, creating a few evocative details instead of a set description provides flexibility in unfolding the scene that a set block of descriptive text simply doesn't. Not only that, but important details tend to get missed by players when they're couched amid a block of irrelevant details. Most, importantly, however, when you give your players a few evocative details that only suggest the situation, you encourage them to ask you questions (which is good, because it helps you focus their attention) and it encourages them to use their own imaginations (which is awesome, because that's the point when it becomes [i]their[/i] game instead of just yours!). Imagination equals buy-in. But it also means less energy spent on your part in creating the scene. That's a good thing. Of course, conflicts of vision will arise from time to time. When this happens, it is important to roll with the players' interpretations as much as possible, because feeding their imagination is your primary goal. Shutting them down just sends the message that your imagination is more important than theirs and that is a message that runs counter to your goals. [/QUOTE]
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