Daggerheart "Description on Demand" a GM DON'T

Daggerheart builds in a degree of player-contribution as a core expectation. It's in the Player's Agenda/Principles, and the GM stuff as well. As @nyvinter said, the most "immersion" promoting way to do this is to ask the character how something relates to their background or knowledge. As an example, when the Sorcerer in my game used their innate detect magic ability I turned to them and went "yeah, you can detect a lingering old enchantment on these walls - but there's something deeper. How can you tell there's a thread of Magelord magic coming from somewhere within?"

They're not necessarily asserting facts about the world that "cross the line," they're defining what it feels like to their character for this thing to be true. It does help to give them something to crystalize off of (and I know some of my players are helped by a bit of a "pick list" to give them a springboard).

I haven't personally had a player dislike it. I'm super freaking up front about how the game expects this to be a core bit of play, and literally every player I have volunteering to try the game has highlighted it as a core draw.
 

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There is a neurodiversity aspect about this. Some people find it really difficult to improvise.

I try to read the person and treat the opportunity as an offer. If they are having difficulty, I move on. If I am asking everyone to provide something, I will leave them until last so they have more time to think.

I don't try to pressure people to improvise something.
 

I haven’t played Daggerheart yet (waiting for the next round of printing to get to my FLGS 😅) but I have used the player description technique in other games. I try to offer it up only to players that I know appreciate it, and if they have nothing, that’s fine too.

Ironically when I’m a player I’m not super keen on it (but it’s not a deal breaker!), but I only think that’s because I’m the nigh-forever GM with most the groups I game with, so when I’m a player I want a break from having to paint the world.
 

I haven’t played Daggerheart yet (waiting for the next round of printing to get to my FLGS 😅) but I have used the player description technique in other games. I try to offer it up only to players that I know appreciate it, and if they have nothing, that’s fine too.

Ironically when I’m a player I’m not super keen on it (but it’s not a deal breaker!), but I only think that’s because I’m the nigh-forever GM with most the groups I game with, so when I’m a player I want a break from having to paint the world.
I think I find this more among GMs. Interesting.
 


There is a neurodiversity aspect about this. Some people find it really difficult to improvise.

I try to read the person and treat the opportunity as an offer. If they are having difficulty, I move on. If I am asking everyone to provide something, I will leave them until last so they have more time to think.

I don't try to pressure people to improvise something.

A big chunk of my table(s) are somewhere on the AuDHD range - including some of the most engaged and off-the-cuff creative players. I don't think improvisation maps particularly onto any of that - some people are simply better at spontaneity than others.

I do think that being comfortable with a group and having other players who enthusiastically "yes and" you along with a GM who consistently works with the players to create a table culture that facilitates this helps. I saw a pretty big growth amongst 3/4 of my Tuesday players who're kicking off a DH game with me over the last year as we played a FITD game and I did more and more "paint the scene" prompts with them.

And everybody has an off night sometimes, and may go "yeah, I'm kinda drained, can you ask somebody else?" and that's fine too.
 


I think the closest I've run into something like that are the montages in 13th Age... I really didn't like them as a player.

I'm great with world building for my character when I'm not at the table, but when I'm playing a character at the table I don't think I particularly like it.

I'm not sure if something as small as asking where I got my sword would be bad for me though. Might depend on how much thought I had into the characters general background.
 

Yeah the sword thing was my example of the most innocuous thing you could have an NPC ask about. Justin Alexander even uses that as an example at the lowest end. Yet the person I mentioned to with that specific example still balked and said his players would hate that very strongly.
 

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