Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
How vivid is the violence in your game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Orryn Emrys" data-source="post: 1257133" data-attributes="member: 6799"><p>This has really been a work in progress for my group. I used to treat combat with a fairly abstract descriptive texture... specifically, I generally only became really descriptive in the case of a critical hit, and even then I had a tendency to exaggerate. Over time, however, as our game has become more roleplay intensive, focusing a great deal on the individual PC's experience and perspective, I was inspired with a general need to "spice up" combat... the players were starting to get bored with lengthy battles that broke up the otherwise fluid perspective of their game.</p><p></p><p>My first concession to this need was a general habit of describing <strong>everything</strong> for the individual. For example, I would often describe the results of one person's engagement in combat <em>visually</em> to someone else in the party who could see what was going on... particularly if that individual's initiative was coming up, as it would potentially serve to modify their actions, by modifying their character's unique perspective, and certainly serve to more fully immerse that player in the immediate action.</p><p></p><p>Over time, the players have since become more fully aware of their individual perspective, and never assume that they know everything that's going on around them. Of course, it's taken a little tempering to make this work smoothly, as I might otherwise constantly have players asking me what their character sees. They've had to learn to assume a certain amount of this responsibility themselves, being certain to maintain a fluid awareness of their character's focus.</p><p></p><p>And, of course, my descriptiveness became addictive. Nearly all of my players now tend to describe their actions, frequently with a bit of flair as they're charged up with their character's <em>intentions</em>, before making (or at least announcing) their die rolls.</p><p></p><p>In response to this "individual orientation" in combat, I have in more recent months initiated brief descriptions of the characters' personal perceptions concerning <em>taking</em> damage, as well. I try to balance the sometimes-graphic needs of this approach with a tendency toward brevity... I'm not wanting to unduly torture the loyal player with his/her character's painful experiences, but I do want to drive home the severity of taking damage... particularly if ir reflects a sizable proportion of their hit points.</p><p></p><p>Which, of course, requires a bit more "bookwork"... but it's worth it in the end. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Orryn Emrys, post: 1257133, member: 6799"] This has really been a work in progress for my group. I used to treat combat with a fairly abstract descriptive texture... specifically, I generally only became really descriptive in the case of a critical hit, and even then I had a tendency to exaggerate. Over time, however, as our game has become more roleplay intensive, focusing a great deal on the individual PC's experience and perspective, I was inspired with a general need to "spice up" combat... the players were starting to get bored with lengthy battles that broke up the otherwise fluid perspective of their game. My first concession to this need was a general habit of describing [b]everything[/b] for the individual. For example, I would often describe the results of one person's engagement in combat [i]visually[/i] to someone else in the party who could see what was going on... particularly if that individual's initiative was coming up, as it would potentially serve to modify their actions, by modifying their character's unique perspective, and certainly serve to more fully immerse that player in the immediate action. Over time, the players have since become more fully aware of their individual perspective, and never assume that they know everything that's going on around them. Of course, it's taken a little tempering to make this work smoothly, as I might otherwise constantly have players asking me what their character sees. They've had to learn to assume a certain amount of this responsibility themselves, being certain to maintain a fluid awareness of their character's focus. And, of course, my descriptiveness became addictive. Nearly all of my players now tend to describe their actions, frequently with a bit of flair as they're charged up with their character's [i]intentions[/i], before making (or at least announcing) their die rolls. In response to this "individual orientation" in combat, I have in more recent months initiated brief descriptions of the characters' personal perceptions concerning [i]taking[/i] damage, as well. I try to balance the sometimes-graphic needs of this approach with a tendency toward brevity... I'm not wanting to unduly torture the loyal player with his/her character's painful experiences, but I do want to drive home the severity of taking damage... particularly if ir reflects a sizable proportion of their hit points. Which, of course, requires a bit more "bookwork"... but it's worth it in the end. :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How vivid is the violence in your game?
Top