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<blockquote data-quote="Charlaquin" data-source="post: 8001644" data-attributes="member: 6779196"><p>Agreed. The razor I use to cut through this thicket is to focus my description on things that are most relevant to the players. What can they interact with or otherwise affect? What can potentially harm or otherwise affect them? What they need to be made aware of to navigate this scenario effectively? Those are the things to focus the description on. </p><p></p><p></p><p>My approach avoids this issue in two ways: the first is the use of telegraphing. If I’m doing my job right and the players are paying attention, they should be able to recognize what’s important not through quantity of description, but by the details of the description. The second is the action adjudication process. Since I don’t call for rolls to resolve things that have no chance of success, players who latch onto some unimportant detail of the environment should quickly realize they’re barking up the wrong tree when they fail to accomplish their goal without being asked to make a roll. That only happens if their approach didn’t have a chance of accomplishing their goal. Sure, there’s a small risk of the players thinking the approach rather than the goal was the problem, but it shouldn’t take long before it becomes clear that the goal is indeed the issue.</p><p></p><p></p><p>Me too. I also prefer actions over questions.</p><p></p><p></p><p>I agree.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8001644, member: 6779196"] Agreed. The razor I use to cut through this thicket is to focus my description on things that are most relevant to the players. What can they interact with or otherwise affect? What can potentially harm or otherwise affect them? What they need to be made aware of to navigate this scenario effectively? Those are the things to focus the description on. My approach avoids this issue in two ways: the first is the use of telegraphing. If I’m doing my job right and the players are paying attention, they should be able to recognize what’s important not through quantity of description, but by the details of the description. The second is the action adjudication process. Since I don’t call for rolls to resolve things that have no chance of success, players who latch onto some unimportant detail of the environment should quickly realize they’re barking up the wrong tree when they fail to accomplish their goal without being asked to make a roll. That only happens if their approach didn’t have a chance of accomplishing their goal. Sure, there’s a small risk of the players thinking the approach rather than the goal was the problem, but it shouldn’t take long before it becomes clear that the goal is indeed the issue. Me too. I also prefer actions over questions. I agree. [/QUOTE]
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