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[+] Best advice for running Theater of the Mind...
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<blockquote data-quote="Burnside" data-source="post: 8746185" data-attributes="member: 6910340"><p>I think "be generous/flexible" is the biggest key - and that goes for not just the DM but the players as well. Everyone has to accept that theater of the mind is just a less tactical game. That's doesn't mean NON-tactical, but LESS tactical. In particular, tactics that rely on a shared hyper-specific understanding of EXACTLY where everyone is positioned aren't going to fly.</p><p></p><p>Above all, you need a collective buy-in with regard to the table's expectations that the game will be narrative and cinematic and not involve a lot of specificity with regard to 5 foot squares.</p><p></p><p>As a DM, you may have to allow players to walk back stuff if it turns out that there was genuine misunderstanding about the spatial situation. And if the spatial situation really matters, then as a DM you need to verbally communicate the facts of the environment very clearly.</p><p></p><p>I tend to think of combat in "zones" of Engaged, With 30 feet, Within 60 Feet, Within 90 feet.</p><p></p><p>In the end, you may grow to really appreciate that TotM tends to lead to a faster and more flexible game. But everyone needs to buy in. And the style needs to be consistent. Positioning can't be hand-waved 80% of the time and then suddenly become super important the other 20% of the time.</p></blockquote><p></p>
[QUOTE="Burnside, post: 8746185, member: 6910340"] I think "be generous/flexible" is the biggest key - and that goes for not just the DM but the players as well. Everyone has to accept that theater of the mind is just a less tactical game. That's doesn't mean NON-tactical, but LESS tactical. In particular, tactics that rely on a shared hyper-specific understanding of EXACTLY where everyone is positioned aren't going to fly. Above all, you need a collective buy-in with regard to the table's expectations that the game will be narrative and cinematic and not involve a lot of specificity with regard to 5 foot squares. As a DM, you may have to allow players to walk back stuff if it turns out that there was genuine misunderstanding about the spatial situation. And if the spatial situation really matters, then as a DM you need to verbally communicate the facts of the environment very clearly. I tend to think of combat in "zones" of Engaged, With 30 feet, Within 60 Feet, Within 90 feet. In the end, you may grow to really appreciate that TotM tends to lead to a faster and more flexible game. But everyone needs to buy in. And the style needs to be consistent. Positioning can't be hand-waved 80% of the time and then suddenly become super important the other 20% of the time. [/QUOTE]
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