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<blockquote data-quote="pming" data-source="post: 7344567" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>You're new, so don't worry about it too much. As you gain experience you'll start to find your footing, so to speak, and if you have consistent/permanent players you and your group will develop your own "style".</p><p></p><p>For example, I give broad brush strokes to most things (ex: "<em>The town is fairly typical, with dirt roads wide enough for two wagons to pass, simple houses and cottages, most with thatched roofs and walls that look to be of standard wattle and daub construction. Their are quite a few more cats than you are normally used to seeing, and virtually no dogs. The townsfolk are sparse, with simple clothes made for toil in the many gardens and fields you see behind just about every abode</em>"). My players will then ask about anything that peaks their interest (ex: "<em>I wave and smile at the folk as we walk down the road</em>"). That's when I go into more detail (ex: "<em>Each that you do barely looks up from whatever task they are performing. A housewife who is sweeping her porch looks up with her eyes only...not moving her head. [Roll an Insight check for me...a 12? Ok]. She seems more concerned with her work than with reciprocating your greeting</em>").</p><p></p><p>This sort of "give and take" pretty much makes up the majority of play at my table I guess. As I said...experience and time spent with the Players will slowly "gel" your group into what is expected of both you, as DM, and them, as Players.</p><p></p><p><strong><u>NOTE</u></strong>: This is important! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Whatever you do...<em><strong>be consistent!</strong></em> If you always just say "A typical dungeon door", the second you say "The door is...[insert small paragraph describing the door]", the jig is up! You would have either given away too much info and the players know it...or you confuse them after they spend 10 minutes wondering why this door is different and get annoyed when they waste resources on what turns out to be 'a typical dungeon door' after all. This is one reason why I developed a "macro to more and more micro" description method...and why I leave specific details up to the players to ask for. The only exception is if it is, or would be, blatantly obvious that something is 'unusual' (e.g., "Normal townsfolk, but you see one guy with chrome-like skin chopping wood with his bare hands").</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7344567, member: 45197"] Hiya! You're new, so don't worry about it too much. As you gain experience you'll start to find your footing, so to speak, and if you have consistent/permanent players you and your group will develop your own "style". For example, I give broad brush strokes to most things (ex: "[I]The town is fairly typical, with dirt roads wide enough for two wagons to pass, simple houses and cottages, most with thatched roofs and walls that look to be of standard wattle and daub construction. Their are quite a few more cats than you are normally used to seeing, and virtually no dogs. The townsfolk are sparse, with simple clothes made for toil in the many gardens and fields you see behind just about every abode[/I]"). My players will then ask about anything that peaks their interest (ex: "[I]I wave and smile at the folk as we walk down the road[/I]"). That's when I go into more detail (ex: "[I]Each that you do barely looks up from whatever task they are performing. A housewife who is sweeping her porch looks up with her eyes only...not moving her head. [Roll an Insight check for me...a 12? Ok]. She seems more concerned with her work than with reciprocating your greeting[/I]"). This sort of "give and take" pretty much makes up the majority of play at my table I guess. As I said...experience and time spent with the Players will slowly "gel" your group into what is expected of both you, as DM, and them, as Players. [B][U]NOTE[/U][/B]: This is important! :) Whatever you do...[I][B]be consistent![/B][/I] If you always just say "A typical dungeon door", the second you say "The door is...[insert small paragraph describing the door]", the jig is up! You would have either given away too much info and the players know it...or you confuse them after they spend 10 minutes wondering why this door is different and get annoyed when they waste resources on what turns out to be 'a typical dungeon door' after all. This is one reason why I developed a "macro to more and more micro" description method...and why I leave specific details up to the players to ask for. The only exception is if it is, or would be, blatantly obvious that something is 'unusual' (e.g., "Normal townsfolk, but you see one guy with chrome-like skin chopping wood with his bare hands"). ^_^ Paul L. Ming [/QUOTE]
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