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How to Reduce Your Own Chatter
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<blockquote data-quote="overgeeked" data-source="post: 8569013" data-attributes="member: 86653"><p>Basically, this.</p><p></p><p>Congrats on taking the plunge. Anxiety is a normal reaction to the juggling act that is DMing for people live and in person. </p><p></p><p>It's a tough one because the players only know what you tell them, so you have to give them the relevant details. But, as you say, you don't want to just jabber at them. </p><p></p><p>I think iserith is spot on. Stick with the play loop, answer the players' question so they have the details they need to have the context required to make informed decisions, then shut it. As it were. Infinitely easier said than done. Learning what's necessary and what you can trim takes time. </p><p></p><p>Look at modules and their block text, call-out text, read-aloud text and find ones that you like, then try to emulate those. Also, look at books, blogs, or articles about writing fiction. Especially how to handle description. Quite often they'll suggest sticking with no more than 3 pieces of information about a given subject (person, painting, room, etc). If it's important, mention it. But the details, the color of someone's hair, eyes, clothes, jewelry, shoes, fingernails, toe jam, etc aren't necessary...unless they are. The flip side is to not <em>only</em> point out the really important stuff because your players will learn that you <em>only</em> mention the important things and immediately know where to go and what to examine closer. It really is a juggling act. </p><p></p><p>Lastly, it may seem counter-intuitive, but start with the mundane stuff and end with big stuff (monsters, big attention drawing things, etc). This is because if the first thing you say is "28 orcs" then the players won't be listening to a word you say after that. They'll be grabbing their dice and likely already rolling initiative before you've gotten to the part about how they're having a combo book club and knitting circle.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8569013, member: 86653"] Basically, this. Congrats on taking the plunge. Anxiety is a normal reaction to the juggling act that is DMing for people live and in person. It's a tough one because the players only know what you tell them, so you have to give them the relevant details. But, as you say, you don't want to just jabber at them. I think iserith is spot on. Stick with the play loop, answer the players' question so they have the details they need to have the context required to make informed decisions, then shut it. As it were. Infinitely easier said than done. Learning what's necessary and what you can trim takes time. Look at modules and their block text, call-out text, read-aloud text and find ones that you like, then try to emulate those. Also, look at books, blogs, or articles about writing fiction. Especially how to handle description. Quite often they'll suggest sticking with no more than 3 pieces of information about a given subject (person, painting, room, etc). If it's important, mention it. But the details, the color of someone's hair, eyes, clothes, jewelry, shoes, fingernails, toe jam, etc aren't necessary...unless they are. The flip side is to not [I]only[/I] point out the really important stuff because your players will learn that you [I]only[/I] mention the important things and immediately know where to go and what to examine closer. It really is a juggling act. Lastly, it may seem counter-intuitive, but start with the mundane stuff and end with big stuff (monsters, big attention drawing things, etc). This is because if the first thing you say is "28 orcs" then the players won't be listening to a word you say after that. They'll be grabbing their dice and likely already rolling initiative before you've gotten to the part about how they're having a combo book club and knitting circle. [/QUOTE]
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