At that point you don't need box text. Just put on "Monty Python and the Holy Grail." It's all you'll hear that session anyway.The king is dead without a proper heir? Seems like a perfect time to institute a better system of government!
At that point you don't need box text. Just put on "Monty Python and the Holy Grail." It's all you'll hear that session anyway.The king is dead without a proper heir? Seems like a perfect time to institute a better system of government!
My take: Stop fighting human psychology and put it to work for you.My instinct is to always put the "moveable" parts last. And I think that's how I always write mine.
I think you are right, but I'm still hesitant to change. I have always put the dangerous stuff last. Because myself once I hear the dangerous stuff I'm figuring out what to do and ignore the rest.
Of course if the text is long you're going to lose the player's attention no matter what.
What do other think? Danger first or last? (Assuming a nice short paragraph.)
Cuz as I said, once you mention the danger, at least myself I'm not paying attention to anything else. I'm already tryin got figure out what my first action should be and I'm itching to roll initiative.My take: Stop fighting human psychology and put it to work for you.
If you present an indication of danger, the players will zero in on it. This is perfectly logical and entirely in character. It is also a valuable tool to the writer/DM: You can be confident that you have the players' attention and you know where it's going to be directed. So why squander that faffing around with random scenic detail?
Lead off with the danger -- maybe not literally first, you probably want to tell them if they're looking at a room or a corridor or a cave or what -- but certainly by the second sentence. And then present additional detail about the thing signaling danger, anticipating the players' questions. Think like a player: Presented with this danger signal, what would I want to know about it? If it suggests imminent combat, address tactical considerations -- terrain obstacles and the like. If it's a more diffuse threat, give them concrete details about the sights, smells, or sounds indicating danger.
The door in the north wall of this small wooden cabin is knocked
off its hinges. A large trunk, its lid shattered to splinters, sits
open on the floor.
Plants of varying species clutter the floor and walls, including a
shrub growing in a large urn. It’s unclear how they are thriving
without sunlight. Several of the planters and pots have been
broken, and soil and uprooted small plants are cast about.
The walls are decorated with detailed, expertly-rendered studies
of plants and animals done in colored inks on parchment. A
smashed crystal globe hangs high on the western wall. A blackfletched
crossbow bolt is imbedded in the wall nearby.
This dwelling has no roof; the ceiling is open to the top of the
stump. There are mullioned oculus windows set in the northeast
and southeast walls. Lilies float above koi swimming in a water
basin at the south end.
The door in the north wall of this small wooden cabin is knocked off its hinges. A large trunk, its lid shattered to splinters, sits open on the floor. The walls are decorated with detailed studies of plants and animals. A smashed crystal globe hangs high on the western wall. A crossbow bolt is imbedded in the wall nearby. There is large basin of water against the south wall.
The frozen corpse of a horrified monk crouches on the stone steps leading up to the shrine’s massive entrance. His arms are raised in front of him as if to ward off a horror approaching the shrine. Icicles hang from his brittle robes.
Cuz as I said, once you mention the danger, at least myself I'm not paying attention to anything else. I'm already tryin got figure out what my first action should be and I'm itching to roll initiative.
So yea, imo you're the one fighting human psychology.
But it's also very important to note, three sentences is about normal for what I put in a text box. Something like;
"You enter on the short side of a mostly rectangular cavern. There is a stream of lava running crosswise through the middle of it. You can see several fire elementals bathing in the magma."
If I put the fire elementals first, myself and some other players wouldn't even take note of the lava!
This is fine for when there's a clear and obvious threat in the space: describe some quick generalities plus the threat and leave the details until later.I don't think you are wrong, but I also think what @Dausuul is saying makes sense as well.
Yes, you want the players to pay attention to some basic details of the room (rough size, if there is a river of lava running through it) before a threat is engaged with, but upon seeing potentially hostile elementals, I also think most superfluous detail* (is there a small chest in the corner? is there a crack leading out of the rough hewn rear wall? what kind of books are on that shelf?) would kind of fall away unless the PCs (in the midst of the battle) move / notice / engage with those details (which might happen after the fight or during it).
I also think if you are playing TotM or with battlemat makes a big difference, too.
* and by "superfluous," I only mean in the moment from the perspective of the PCs. They might actually turn out to be quite important.
Well, sure. That is the specific thread of this convo I was exploringThis is fine for when there's a clear and obvious threat in the space: describe some quick generalities plus the threat and leave the details until later.
I think this is also something that's often overlooked, and is a problem for published adventures, since they don't know which one the DM will be using. Since I use a VTT, with the mini's already on the map, I don't bother describing the size of the area, because it's already obvious, and I describe the occupants last, since the players are already aware that they're present. The description of the occupants often leads directly into the encounter (either combat or social), so it flows better to put them at the end.I also think if you are playing TotM or with battlemat makes a big difference, too.