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<blockquote data-quote="Rothe" data-source="post: 3269532" data-attributes="member: 39813"><p>Seriously,</p><p> The session before last that I ran didn't go so hot, good but not stellar high adventure. I thought about it and one thing that was lacking was good description of rooms and encounters, I actually had to pause to read because my brain froze. It was probably the beer, but I implimented a simply descriptive technique that helps make for adventure (after all what spurs teh player's imaginations are your words). Heres the techniques, describe what they see, what they hear, what they smell then wrap it up with a characterization.</p><p></p><p>Here's a paraphrase from the last session:</p><p></p><p>"The door pivots about it's midpoint and you see a tunnel-like shaft. The walls are covered with coral, star-fish and bottom dwelling sea life as if a tide pool had just receeded. About 20 feet down there is dark murky water that every so often ripples and slaps against the walls. </p><p>You hear the drip of water from the cieling and walls, the slosh of waves, and the musty smell of the sea is heady and strong.</p><p>This room has an almost otherworldly appearance as the water makes your lamp light dance along the walls."</p><p></p><p>This systematic approach see-hear-smell-feel is one way to just launch into things. I try to keep it general and get it out quick. First this gives me time to think if there is something specific they see or might see while theplayers asks questions or think. New information can be introduced with, "on further inspection you notice..." corrections can sometimes be inserted "while you first thought x, looking more closely...." </p><p></p><p>The important part is not so much 100% accuracy to text or detailed description, but a flowing description without pause spiced up by some adjectives.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3269532, member: 39813"] Seriously, The session before last that I ran didn't go so hot, good but not stellar high adventure. I thought about it and one thing that was lacking was good description of rooms and encounters, I actually had to pause to read because my brain froze. It was probably the beer, but I implimented a simply descriptive technique that helps make for adventure (after all what spurs teh player's imaginations are your words). Heres the techniques, describe what they see, what they hear, what they smell then wrap it up with a characterization. Here's a paraphrase from the last session: "The door pivots about it's midpoint and you see a tunnel-like shaft. The walls are covered with coral, star-fish and bottom dwelling sea life as if a tide pool had just receeded. About 20 feet down there is dark murky water that every so often ripples and slaps against the walls. You hear the drip of water from the cieling and walls, the slosh of waves, and the musty smell of the sea is heady and strong. This room has an almost otherworldly appearance as the water makes your lamp light dance along the walls." This systematic approach see-hear-smell-feel is one way to just launch into things. I try to keep it general and get it out quick. First this gives me time to think if there is something specific they see or might see while theplayers asks questions or think. New information can be introduced with, "on further inspection you notice..." corrections can sometimes be inserted "while you first thought x, looking more closely...." The important part is not so much 100% accuracy to text or detailed description, but a flowing description without pause spiced up by some adjectives. [/QUOTE]
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