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General Tabletop Discussion
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How do you encourage players to interact with the environment?
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<blockquote data-quote="Bawylie" data-source="post: 7514435" data-attributes="member: 6776133"><p>The same way we telegraph things you might want “Restaurant: Next exit,” “Last Gas for 100 miles,” “Garage Sale Saturday Morning.”</p><p></p><p>How about this one: “the room contains a fountain of clear, cool liquid. A silver cup rests on the fountain’s stone rim. The little bit of water that remains in the cup and the fingerprint smudges on the handles suggest someone has recently drunk from the fountain.”</p><p></p><p>Or this one: “the painted circle on the floor radiates an arcane energy - to the uninitiated, it feels benignly tingly in the stomach - like butterflies. To those who have studied the arcane arts, the sensation is similar to the featherfall spell.” </p><p></p><p>Or this: “The table before you has a variety of bottled liquids of various colors, all sealed tight. Someone has scratched ‘blue = safe’ into the wood surface. </p><p></p><p>Now you’ve got no idea what any of this stuff does. But you can get the sense that certain courses of action aren’t harmful to you. And as long as you trust me to be truthful here, you shouldn’t have a problem trying them out. As for me, I will never telegraph safety and then switcharoo to danger. That’s fundamentally unfair. </p><p></p><p>Ex: “The vampire recoils from your holy symbol in revulsion and fear. The church isn’t far from here - if you run you might just survive.” And then you get there and think you’re safe but the vampire strolls in anyway. That would be cheating as far as I’m concerned. </p><p></p><p>Here’s another good one: “as you’re brushing the cobwebs off the door frame you catch some movement in the corner. It’s nothing but a coil of rope, but you’re certain it moved!” That’s a good either-or. Could be a magic rope, could be a disguised snake, whatever, but it gives the adventurer an opportunity to interact before anything happens (good or bad).</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7514435, member: 6776133"] The same way we telegraph things you might want “Restaurant: Next exit,” “Last Gas for 100 miles,” “Garage Sale Saturday Morning.” How about this one: “the room contains a fountain of clear, cool liquid. A silver cup rests on the fountain’s stone rim. The little bit of water that remains in the cup and the fingerprint smudges on the handles suggest someone has recently drunk from the fountain.” Or this one: “the painted circle on the floor radiates an arcane energy - to the uninitiated, it feels benignly tingly in the stomach - like butterflies. To those who have studied the arcane arts, the sensation is similar to the featherfall spell.” Or this: “The table before you has a variety of bottled liquids of various colors, all sealed tight. Someone has scratched ‘blue = safe’ into the wood surface. Now you’ve got no idea what any of this stuff does. But you can get the sense that certain courses of action aren’t harmful to you. And as long as you trust me to be truthful here, you shouldn’t have a problem trying them out. As for me, I will never telegraph safety and then switcharoo to danger. That’s fundamentally unfair. Ex: “The vampire recoils from your holy symbol in revulsion and fear. The church isn’t far from here - if you run you might just survive.” And then you get there and think you’re safe but the vampire strolls in anyway. That would be cheating as far as I’m concerned. Here’s another good one: “as you’re brushing the cobwebs off the door frame you catch some movement in the corner. It’s nothing but a coil of rope, but you’re certain it moved!” That’s a good either-or. Could be a magic rope, could be a disguised snake, whatever, but it gives the adventurer an opportunity to interact before anything happens (good or bad). [/QUOTE]
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How do you encourage players to interact with the environment?
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