Hriston
Dungeon Master of Middle-earth (He/him)
Where I think my play reports might lack some detail is in combat. Here's an excerpt from a report of a D&D 5E game in which I tried to include as much detail as I felt was warranted:Yes, I also write a lot of those sorts of actual play reports.
If you look at my Torchbearer 2e reports, you'll see that they have the least detail when it comes to extended conflict resolution. I don't think that's any sort of coincidence - those are the part of TB2e play where the decision-making and game play becomes the most disconnected/disjointed relative to the fiction. And thus is the least remembered (by me), and the least amenable to an interesting write-up.
I was speaking to someone recently about a type of "risk" in TB2e's extended resolution procedures (it can also arise in Burning Wheel's Duel of Wits): while the extended conflict is being resolved, it will work, mechanically, even if no fiction is established. (Actions - which must be chosen from a list, with each action on the list having a particular mechanical significance - can be declared and resolved, "hit points" tallies adjusted, etc, until one side or the other reaches zero.) But then, when it comes time to work out the final resolution, establishing the compromise (which has to be done, unless one side suffered no hit point loss at all) requires drawing on the preceding fiction. Which can be tricky if there wasn't much of it!
Anyway, that previous paragraph is a bit of a tangent, but does identify an example of a RPG procedure which can have the effect of "deferring" the experience of story during play.
I think the main point of omission in this report is what's happening fictionally on a hit or a miss which I do tend to describe in more detail at the table. For example, a hit might be described as an avoided blow that depletes the target's resolve due to the effort, or it might be described as actually inflicting a wound of some kind. Likewise, a miss might be described as glancing off the target's shield or armor, or as the target dodging out of the way, or as a wild swing on behalf of the attacker, etc. The reason I left these descriptions out is probably because they're mainly "color" having no mechanical effect on the outcome of the combat so weren't noted down or remembered. The only time I felt it was needed to record the effect of a hit, therefore, was when it resulted in the death of the target or the imposition of a morale check.When we reconvened, I awarded inspiration to each of the six PCs, explaining it was for relentlessly pursuing the party’s goal of acquiring treasure down into the second level of the dungeon, crossing the river, and thereby putting all their lives in danger. Then, everyone rolled initiative. The orcs rolled high, tying with the party’s wizard, so I let the wizard go first. He took the opportunity to cast sleep on the orcs, causing one orc to fall asleep. The orcs, armed with spears and shields, and one with a glaive, rushed the party in the ten foot wide corridor while an orc in the back of the chamber, armed with a crossbow, stopped to awaken the orc who’d fallen asleep, another glaive wielder. The orcs in front stabbed with their spears at Ham and Ozmir in the front rank while those in back threw axes, but all their attacks missed their targets. Next, Soliana cast sacred flame, calling down radiance on one of the orcs in front, but her target made the saving throw and successfully dodged out of the way. Soliana then decided to move back through the ranks to avoid becoming the orcs’ preferred target. Ham was next and spent his inspiration to gain advantage on attacking and hitting an orc with his longsword. The party’s rogue also spent his inspiration for advantage on shooting the orc engaged with Ham with his shortbow, which he hit, inflicting sneak attack damage and killing the orc. Ozmir spent his inspiration for advantage on an attack on the orc in front of him with his shortsword, which also succeeded. Lastly, the druid cast produce flame and threw the flame at Ozmir’s orc and hit, bringing the orc to below half its hit points.
The second round began with the wizard casting chill touch on Ozmir’s orc, which missed, but because the orc was below half its hit points, one of its friends had been killed, and the orcs hadn’t managed to hurt the party, it was forced to make a DC 17 morale check, which it failed, causing it to flee in panic through a door in the back of the chamber. This should have incurred opportunity attacks from Ham and Ozmir against the fleeing orc, but I think I forgot to remind the players of this at the time. Also, due to the fact that the orcs had missed all their attacks in the first round and had been hit several times, along with the above factors, the rest of the orcs had to make a DC 15 morale check, causing one to also flee and another, named Turge, to drop his spear and offer his surrender. The remaining four orcs moved forward to fill in the gaps and continue the attack. Ham was hit with a spear and Ozmir with a glaive. The formerly sleeping glaive-wielder moved in but was unable to hit, as was the crossbow wielder who tried to fire through the melee but was unsuccessful. Soliana stepped forward to heal Ozmir, casting cure wounds, before returning to the rear of the party. Ham fought back, doing critical damage with his longsword to the spear-wielding orc whom the rogue finished off with another sneak attack with his shortbow. Ozmir used his shortsword to stab the glaive-wielder at whom the druid threw another flame, conjured by produce flame, but missed.
At the top of round three, the wizard once again cast chill touch, dragging Ozmir’s glaive-wielding orc to the grave. A DC 24 morale check was now imposed on the remaining two orcs, the formerly sleeping glaive wielder and the crossbow wielder who had stayed out of the melee, triggered by over half their force being removed from the battle and which was made more difficult by three of their friends having been killed, three having deserted, and being outnumbered, at this point, three to one. The failure result had the glaive wielder surrender to the party and the crossbow wielder flee in panic through the same door through which the other fleeing orcs had gone.
On another note, I think the gameplay described here is one in which a story is being "told" to all the participants, myself included, which addresses the premise of our game, i.e. will the PCs achieve their goal of acquiring treasure by braving (and surviving) the dangers of the dungeon and the world? For now, the answer to that question is yes.

