Herremann the Wise said:
- Overuse of description muddies the player's understanding of what's going on as much as lack of description confuses it. Haphazard spats of large description followed by spats of minimal description ruins the consistency of a DMs role. Following a set of guidelines in terms of description is thus very important to build up a consistency and clarity of communication to the players.
I take nearly the opposite view - combat is muddied, and confusing, and unless the character is a hardened combat veteran they will not have a clear view of what's going on. To me, nothing breaks the suspense of the combat more than the obvious noncombatant PCs planning their moves along with the warriors like it were a game of chess. Battlemats eliminate confusion by eliminating all trace of ambiguity - something which in real life only happens when you're the general sitting in the ops center, watching the live satellite images of the battle. There's nothing wrong with that style of play, it just isn't for me - I tailor the information that each PC receives based on their combat experience and ability to have a clear idea of what is going on around them. Hence, from the article I wrote the example of a (mostly) noncombatant character being told, "You hear someone scream for help, but you're too busy fending off your attackers to pay it much heed" while the veteran warrior is told, "You hear Imelda scream for help, you can see that she's being mobbed."
- Sometimes relaying the numbers involved tells the player most directly what's going on and it keeps things moving.
This I can see, but usually I like to back up the numbers with something "real"
- In a combat, there are a few big pivotal moments. To miss the opportunity to describe these to the players is cheating them of their due.
That is a definite given.
- When it comes to description, gory details can be mildly amusing until overused. Keep the good stuff up the sleeve for when it counts.
Overusing anything can lead to it become passe, so I agree here.
- The most important thing I can do as a DM is convey the motivations of the PCs opponents through describing their actions. For example a hungry wolf will act differently to a wolf protecting it's young to a wolf defending its territory. An addendum to this is that if I find myself describing monotonous motivation (for example all the opponents are just trying to kill the PCs with little concern for their own lives), I need to mix up the encounters somewhat. By focusing on the opponents motivations, combat becomes twice as interesting for the players.
Most definitely. This goes hand in hand with what I was saying earlier about keeping interest - if you have players that are zoning out during combats when it's not their turn, then something isn't working right. In fact, it should be vital to their PCs' survival if they pay attention,
especially when it's not their turn. Keeping each player in isolation until their character acts is probably the single biggest beef I've had with GMs over the years. EDIT: I don't mean literally...I mean treating each character as if they're in a vaccuum without relating to the other PCs. In my experience, those have been the most boring combats I've ever been subjected to.
- Never describe to the Players what their PCs are feeling, only what they see, hear or perceive. Leave how their characters react to stimuli up to them.
This I can totally get behind as well.