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Help a Newb DM on setting the mood
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<blockquote data-quote="kamosa" data-source="post: 1590234" data-attributes="member: 1037"><p><strong>Down and distance information very useful</strong></p><p></p><p>What I try to do with my descriptions is give the players a sense of how far away the danger is, how much of a threat it could be to the players, what kind of threat it could pose to them, and the relative cover and disadvantages the players are presented with in the scene.</p><p></p><p></p><p>IE: Saying you hear a roar can have lots of intonations that would be immediately apparent to the player. If you say "You hear what sounds like the roar of a crowd greating a hero to the combat field" vs "You hear the roar like an angry lion chasing off a rival" you get a much different feel and a much different reaction from the players. Also, is the roar getting closer or farther away? Are there any places to hide, or are they doomed to wait for the beast to catch them? </p><p></p><p>Even walking through a swamp can have lots of different flavors. Are the players on ground, or wading through water. Is the path relatively open, with a thick canopy of trees blocking out light far over head, or are the players chopping their way through inch by inch of thick swamp brush and vines? </p><p></p><p>Remember as well, if a scene isn't working for you or your party, you aren't a slave to keeping it this way. If it is annoying and lame that the party can't see and it is ruining the fun of the game, have them break out into the open and enjoy the sunlight. Unlike the players, you have complete control of the enviroment and that swamp passes as quickly or as slowly as you the GM decides it does. If you think it's lame and you don't have a good way to make it spicey, move them to ground and game styles that you can make fun/describe in a better way.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1590234, member: 1037"] [b]Down and distance information very useful[/b] What I try to do with my descriptions is give the players a sense of how far away the danger is, how much of a threat it could be to the players, what kind of threat it could pose to them, and the relative cover and disadvantages the players are presented with in the scene. IE: Saying you hear a roar can have lots of intonations that would be immediately apparent to the player. If you say "You hear what sounds like the roar of a crowd greating a hero to the combat field" vs "You hear the roar like an angry lion chasing off a rival" you get a much different feel and a much different reaction from the players. Also, is the roar getting closer or farther away? Are there any places to hide, or are they doomed to wait for the beast to catch them? Even walking through a swamp can have lots of different flavors. Are the players on ground, or wading through water. Is the path relatively open, with a thick canopy of trees blocking out light far over head, or are the players chopping their way through inch by inch of thick swamp brush and vines? Remember as well, if a scene isn't working for you or your party, you aren't a slave to keeping it this way. If it is annoying and lame that the party can't see and it is ruining the fun of the game, have them break out into the open and enjoy the sunlight. Unlike the players, you have complete control of the enviroment and that swamp passes as quickly or as slowly as you the GM decides it does. If you think it's lame and you don't have a good way to make it spicey, move them to ground and game styles that you can make fun/describe in a better way. [/QUOTE]
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