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Flowery descriptions at the game table
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<blockquote data-quote="Dextra" data-source="post: 3345852" data-attributes="member: 5705"><p>I don't DM much, but as a player, you can usually tell when an item is important by how much time is spent describing it. If the only thing in a room is described elaborately, then the players will tend to spend more time on it, either checking for secret compartments, detecting magic etc. Of course, if you want to mess with their heads, describe in minute detail something totally irrelevant:</p><p>"On the exquisitely-carved pewter plate lies what appears to be two servings of some smoked scarlet piscine, but only a single, dainty bite has been taken."</p><p></p><p>We used to do this in Cyberpunk campaigns, just to heighten the paranoia factors. We'd also be asked to make Awareness checks on a regular basis, whether there was something plot-relevant to notice or not.</p><p></p><p>Then you have to take into consideration the EGO factor. If you're describing everything in the room with equal amounts of "flowery" detail, you'll spend the night trying to wake up your players every time you change locales due to their eyes glazing over!</p><p></p><p>Anyhoo, I guess what I'm trying to say is that it depends on context. If it is important to convey a particular feeling/mood, then elaborate descriptions may be necessary, and can add to the experience, but as a general rule, we try to keep it simple.</p></blockquote><p></p>
[QUOTE="Dextra, post: 3345852, member: 5705"] I don't DM much, but as a player, you can usually tell when an item is important by how much time is spent describing it. If the only thing in a room is described elaborately, then the players will tend to spend more time on it, either checking for secret compartments, detecting magic etc. Of course, if you want to mess with their heads, describe in minute detail something totally irrelevant: "On the exquisitely-carved pewter plate lies what appears to be two servings of some smoked scarlet piscine, but only a single, dainty bite has been taken." We used to do this in Cyberpunk campaigns, just to heighten the paranoia factors. We'd also be asked to make Awareness checks on a regular basis, whether there was something plot-relevant to notice or not. Then you have to take into consideration the EGO factor. If you're describing everything in the room with equal amounts of "flowery" detail, you'll spend the night trying to wake up your players every time you change locales due to their eyes glazing over! Anyhoo, I guess what I'm trying to say is that it depends on context. If it is important to convey a particular feeling/mood, then elaborate descriptions may be necessary, and can add to the experience, but as a general rule, we try to keep it simple. [/QUOTE]
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