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Matt Colville, and Most Tolkien Critics, Are Wrong
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<blockquote data-quote="Imaculata" data-source="post: 7544605" data-attributes="member: 6801286"><p>I'd say this is also pretty good advise for DM's, when describing a scene. Get to the point quickly, and only describe what is relevant first and fore most. Do not describe every detail of the room, before mentioning that there's a massive dragon in it. Make sure that when you describe something, it has meaning to the players. Sure, it might be interesting that there's a fountain shaped like a mermaid in the room, but is it important, and is it something the pc's would be paying attention to? For example, when the players enter a tavern, they are probably more interested in knowing if the tavern is empty or full of people, rather than knowing the intricate details of the furniture.</p><p></p><p>I've seen DM's go nuts with their room descriptions, only to have the players ask them afterwards how many doors there were, and where they are. I pride myself on the fact that I usually don't need to give such clarifications after describing a scene to my players. I only go into details after the players have declared an action, and/or stated what they want to examine something in the room more closely.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7544605, member: 6801286"] I'd say this is also pretty good advise for DM's, when describing a scene. Get to the point quickly, and only describe what is relevant first and fore most. Do not describe every detail of the room, before mentioning that there's a massive dragon in it. Make sure that when you describe something, it has meaning to the players. Sure, it might be interesting that there's a fountain shaped like a mermaid in the room, but is it important, and is it something the pc's would be paying attention to? For example, when the players enter a tavern, they are probably more interested in knowing if the tavern is empty or full of people, rather than knowing the intricate details of the furniture. I've seen DM's go nuts with their room descriptions, only to have the players ask them afterwards how many doors there were, and where they are. I pride myself on the fact that I usually don't need to give such clarifications after describing a scene to my players. I only go into details after the players have declared an action, and/or stated what they want to examine something in the room more closely. [/QUOTE]
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