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How far is too far when describing what a PC senses and feels?
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<blockquote data-quote="Jer" data-source="post: 7598485" data-attributes="member: 19857"><p>Personally I think it varies from group to group and even from game to game with the same group. It depends on how much collaborative storytelling the group wants to do vs. playing avatars in a game world. If they're into collaborative storytelling for the game, it's going to be very much "yes and" all over the place and input about character moments are not just going to be appreciated but expected (and not just from the GM, but from other players at the table as well). If they're more into playing avatars in the game world then descriptions need to stop at their five senses.</p><p></p><p>That's one of the things that is interesting about listening to games like Critical Role or TAZ - they're a group of performers who are doing improvisational theater using RPG rules as a basis for their improv. That's a different dynamic from the type of gaming I grew up doing - where it's much less about collaborative storytelling and much more about the GM dictating the world and the players dictating how their avatars react to the world. I don't know if it's because they're performers building an entertainment for an audience, or if they just come from a different RPG background than I do, but it does mean that not everything that Matt Mercer or Griffin McElroy does at their table would be appreciated or wanted by the players at mine. </p><p></p><p>I know that those types of players and those types of games existed before livestreaming became a thing - you don't get systems like Pelgrane's DramaSystem in a vacuum, and I've played sessions at cons that were run like that since the 90s. But it's a style of game that seemed rare to me before and now seems pretty widespread, so it's interesting to watch. (It may not actually be widespread - it may just be that for the purposes of creating an entertaining actual play podcast that's the best mode to be in - but I'm always open to the idea that my impressions might be wrong).</p></blockquote><p></p>
[QUOTE="Jer, post: 7598485, member: 19857"] Personally I think it varies from group to group and even from game to game with the same group. It depends on how much collaborative storytelling the group wants to do vs. playing avatars in a game world. If they're into collaborative storytelling for the game, it's going to be very much "yes and" all over the place and input about character moments are not just going to be appreciated but expected (and not just from the GM, but from other players at the table as well). If they're more into playing avatars in the game world then descriptions need to stop at their five senses. That's one of the things that is interesting about listening to games like Critical Role or TAZ - they're a group of performers who are doing improvisational theater using RPG rules as a basis for their improv. That's a different dynamic from the type of gaming I grew up doing - where it's much less about collaborative storytelling and much more about the GM dictating the world and the players dictating how their avatars react to the world. I don't know if it's because they're performers building an entertainment for an audience, or if they just come from a different RPG background than I do, but it does mean that not everything that Matt Mercer or Griffin McElroy does at their table would be appreciated or wanted by the players at mine. I know that those types of players and those types of games existed before livestreaming became a thing - you don't get systems like Pelgrane's DramaSystem in a vacuum, and I've played sessions at cons that were run like that since the 90s. But it's a style of game that seemed rare to me before and now seems pretty widespread, so it's interesting to watch. (It may not actually be widespread - it may just be that for the purposes of creating an entertaining actual play podcast that's the best mode to be in - but I'm always open to the idea that my impressions might be wrong). [/QUOTE]
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