MNblockhead
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2. DMs are not employing the full play loop which would otherwise makes things more engaging.
What do you mean by "the full play loop" in regards to combat?
2. DMs are not employing the full play loop which would otherwise makes things more engaging.
The play loop is on page 4 of the PHB. Simple, it's (1) GM describes the scene, (2) players describe their actions, (3) GM adjudicates (chooses success, failure, or uncertain, using mechanics to resolve uncertain), (4) GM narrates outcomes, goto (1). What @iserith is saying is that GMs may be short circuiting the process by either constraining step (3) to only use combat mechanics or by not adequately completing (1) so players can engage with (2).What do you mean by "the full play loop" in regards to combat?
The play loop is on page 4 of the PHB. Simple, it's (1) GM describes the scene, (2) players describe their actions, (3) GM adjudicates (chooses success, failure, or uncertain, using mechanics to resolve uncertain), (4) GM narrates outcomes, goto (1). What @iserith is saying is that GMs may be short circuiting the process by either constraining step (3) to only use combat mechanics or by not adequately completing (1) so players can engage with (2).
What do you mean by "the full play loop" in regards to combat?
It's not really a matter of being descriptive, so much as making sure you present the basic options the scene encompasses. Things like entrances, obstacles, etc. You can be descriptive of this or use game terminology, but if you don't do a good job of presenting the scene so that they players understand the available options, the players will be unable to fully engage (2) describing PC actions.Okay, got it. I can admit to weakness on step 1. I've let combat become mechanical, where all discussion is on AC, HP, etc.
This is very much a key. Often, describing the environment will also result in a quicker combat experience. A player immediately gets a summary of important information if they missed or blanked out on what happened prior.It's not really a matter of being descriptive, so much as making sure you present the basic options the scene encompasses. Things like entrances, obstacles, etc. You can be descriptive of this or use game terminology, but if you don't do a good job of presenting the scene so that they players understand the available options, the players will be unable to fully engage (2) describing PC actions.