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Issues with on-the-fly description
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<blockquote data-quote="Wik" data-source="post: 3243147" data-attributes="member: 40177"><p>There's a simple response: steal a scene from a movie.</p><p></p><p>You and I will describe the same scene in different ways, so unless you put in obvious details ("the sign reads "welcome to Jurassic Park"") your players won't know what's going on. Also, since you have the idea in your head, there won't be conflicts between what you said one round and what's happening the next ("you said there wasn't a ledge here, but now there is!"). </p><p></p><p>Photographs are also a nice place to start, but can be a crutch. If you show your players a picture of the amazon rainforest, it's a good way to make them associate your setting with what they already know about jungles.</p><p></p><p>Another good idea is to try to think of something that appeals to at least three senses: how does the jungle look? Is it bright? How does it smell? Like damp earth and leaves. How does it feel? Well, humid, and uncomfortably warm. What sounds are there? Birds calling out, monkeys.</p><p></p><p>After thinking of those, you can start adding things: monkeys screaming at the PCs. Birds and bats breaking through the undergrowth. A gentle rainfall as it hits the leaves. The soft feel of the earth underneath the PCs' feet.</p><p></p><p>Once you can think of three or four features, you're set. But remember - you can go overboard. If your description takes more than a minute or so, you've gone too far.</p></blockquote><p></p>
[QUOTE="Wik, post: 3243147, member: 40177"] There's a simple response: steal a scene from a movie. You and I will describe the same scene in different ways, so unless you put in obvious details ("the sign reads "welcome to Jurassic Park"") your players won't know what's going on. Also, since you have the idea in your head, there won't be conflicts between what you said one round and what's happening the next ("you said there wasn't a ledge here, but now there is!"). Photographs are also a nice place to start, but can be a crutch. If you show your players a picture of the amazon rainforest, it's a good way to make them associate your setting with what they already know about jungles. Another good idea is to try to think of something that appeals to at least three senses: how does the jungle look? Is it bright? How does it smell? Like damp earth and leaves. How does it feel? Well, humid, and uncomfortably warm. What sounds are there? Birds calling out, monkeys. After thinking of those, you can start adding things: monkeys screaming at the PCs. Birds and bats breaking through the undergrowth. A gentle rainfall as it hits the leaves. The soft feel of the earth underneath the PCs' feet. Once you can think of three or four features, you're set. But remember - you can go overboard. If your description takes more than a minute or so, you've gone too far. [/QUOTE]
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