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Describing is Seeing (and more)
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<blockquote data-quote="TwoSix" data-source="post: 7578549" data-attributes="member: 205"><p>Yea, describing the environment well is definitely one of the aspects of DMing that's really driven by your experience DMing and, realistically, your overall storytelling skill as a DM. Ideally, you can communicate the following:</p><p></p><p>1) a sense of scale (overall size of the environment)</p><p>2) a sense of atmosphere (the "feel" of the environment)</p><p>3) a sense of purpose (what the environment is used for, or could be used for)</p><p>4) the features of the environment (and obvious interactions that can be attempted by the PCs)</p><p></p><p>The trick is not to do it as some sort of checklist. Speak actively, and always describe the sensations the characters are experiencing, not merely the attributes of the environment. Describe size in terms of characters reach and movement, for example. An altar isn't 10' across the room, it's within your arms reach if you take a step forward. The ceiling isn't 40' high, rather, the sounds of your boots on the hard stone floor echo from the rafters high above your head.</p><p></p><p>Communicating specific information to one character is a good way to get them to pay more attention and communicate. Describe natural features, like plants growing and what type they are, to nature focused characters. Describe book titles or magical equipment to the wizard or lore focused character. Talk about stuff on the ground to the halfling or gnome in the party. Play up a PC's unique perspective whenever possible.</p><p></p><p>The flipside is that when the players ask questions "as players", don't get cute with descriptions. You don't have to give out information they haven't earned, but try to be as clear as possible as to the possible effects and consequences of any action they take. Be upfront if they're taking a risk, because they often don't see it that way. If they're searching for information, ask clearly if they're willing to move their character into different positions to find this information and what this new position will be in the environment. If they want to search the evil altar, they have to walk all the way around the altar, they can't check it from the doorway. If you're looking for books, you have to go get the ladder from the opposite wall and move it around, because the bookshelves are 15' high.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7578549, member: 205"] Yea, describing the environment well is definitely one of the aspects of DMing that's really driven by your experience DMing and, realistically, your overall storytelling skill as a DM. Ideally, you can communicate the following: 1) a sense of scale (overall size of the environment) 2) a sense of atmosphere (the "feel" of the environment) 3) a sense of purpose (what the environment is used for, or could be used for) 4) the features of the environment (and obvious interactions that can be attempted by the PCs) The trick is not to do it as some sort of checklist. Speak actively, and always describe the sensations the characters are experiencing, not merely the attributes of the environment. Describe size in terms of characters reach and movement, for example. An altar isn't 10' across the room, it's within your arms reach if you take a step forward. The ceiling isn't 40' high, rather, the sounds of your boots on the hard stone floor echo from the rafters high above your head. Communicating specific information to one character is a good way to get them to pay more attention and communicate. Describe natural features, like plants growing and what type they are, to nature focused characters. Describe book titles or magical equipment to the wizard or lore focused character. Talk about stuff on the ground to the halfling or gnome in the party. Play up a PC's unique perspective whenever possible. The flipside is that when the players ask questions "as players", don't get cute with descriptions. You don't have to give out information they haven't earned, but try to be as clear as possible as to the possible effects and consequences of any action they take. Be upfront if they're taking a risk, because they often don't see it that way. If they're searching for information, ask clearly if they're willing to move their character into different positions to find this information and what this new position will be in the environment. If they want to search the evil altar, they have to walk all the way around the altar, they can't check it from the doorway. If you're looking for books, you have to go get the ladder from the opposite wall and move it around, because the bookshelves are 15' high. [/QUOTE]
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