Anybody else get this feeling?

blackshirt5

First Post
OK, I was writing up a story hour(it's not up yet), and I got this feeling. Anybody else notice that when you write about your campaign world, it just sounds really cool and exotic, and then when you play it it doesn't seem quite as exotic and cool? Maybe it's just that while other people read about the Velsephayan Forest, I've been there(sort of) in game and it doesn't have the same feel as when you've just read about it.
 

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I enjoy writing up things for my games so much that my only regret is not being able to use each and every bit of it. I guess sometimes I get that feeling, but sometimes it is the other way around also. :)
 

Well at times I try to create a real detailed world, only to have players want to just hack and slash. I finally realized that for the most part, it's hard to get a real exotic and detailed world to work as a role playing game. A detailed world requires a lot of background knowledge, meaning that players will have to do a lot of outside reading. It requires the right mindset, kind of hard to do when players are constanly munching chips and pizza, and guzzling mountain dew. Also, it often means revising the rules somewhat to better fit your world. This doesn't often go over well with some players. Finally, it takes a lot of care to avoid railroading. Often I created detailed and epic plots only to have the players complain that they were being railroade
 


Yeah, I know what you mean. But it's easier to layer on more description in a story hour without detracting from the game's flow- sometimes during a session you can't get the same level of description without boring your players.
 

I know what you mean. I don't think it is really a BAD thing but that during actual play, game mechanics come into account and that can take from the descriptions. I have a very detailed written background for my character, but during the game, this rarely comes up (yet) because it's a lot harder to be as descriptive out loud, while coordinating combat with 5 other players.

I like how all of the aspects of the game come together though. The tactical combat planning and decision making with the other players and also the writing and character creation I do on my own.
 

When I read some of the storyhours here I am frequently amazed at the amount of subtlety in the game. Maybe some of the authors can suggest how to create the feel you are looking for in game, rather than in story write up.

Off the top of my head, I would think to focus on what you can do with a group of people to increase the "feel" of the world. Books can do amazing things, but the narrative story style has been around a long time. Writers of today learn from that history. Maybe we as roleplayer's can give tips on engendering group storytelling with the magic and power one feels when they read a great novel.

Or, maybe it's going to have to be different. Like the feeling one gets from playing in a symphony or jazz quartet. Everyone collaborates to create something beautiful and the feeling grows and changes. Of course, every roleplaying group is different and plays slightly differently. Taste also differs from group to group depending on the makeup.

Anyway, at least we can both roleplay and read storyhours. :)
 

When it comes to character interaction it is easy to roleplay and set a mood, since dialogue is a natural tool for creating a dynamic which leads to character development. I think this can easily become the default tool we use to roleplay.

The game world itself is far more static, so the players may feel less connection to it. The game world can easily become just a background over which character interactions take place, whether these interactions be haggling with a merchant, sharing a moment with a lover, or slaying a dragon.

I think the game world can be far more than this, however. The lands surrounding the player can initiate a kind of dialogue with the PC, through the sights, sounds, smells and textures that comprise the world, as well as the legends that have been collected and retold about places in the world. Both of these - the physical aspects and the ideal stored in memory can be evocative, but they have to be exploited and described.

Describe things in such a way that the players want to, or have to, 'talk back' to the world as it were. Here the weather forces characters to shelter in a cave, where ancient wall paintings abound, telling the story of the first men who inhabited it.
Here the vistas are so compelling, tales abound of people walking off the cliffs, so enthralled they failed to notice their demise. Take the mechanics away, tell the stories, let the bard make a lore check and come up with a story of their own - make the world live and breathe.

Don't worry so much about completing a goal, or getting those few extra XP you need to level up. Tell stories instead, and let the mechanics fall into the background as much as possible. Not every moment needs to be a puzzle that has to be solved.

Heck, you can even work this into the mechanics if you wanted to. Simply reward roleplaying and storytelling with XP - after all, sharing stories is a way we have all learned before.
 


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