1) Narrating Player Action: You should never tell a player what their character does or how they respond emotionally to something, except in the fringe case of their character being mentally dominated by something (which shouldn't happen very often) as provided by by the rules. You shouldn't do this even as color, nor should you do it as part of a text dump or hook. You shouldn't even do this by expounding on extended action in a scene that occurs as the result of player choice. Every point where there is a player choice between too paths, or where the player can explore and learn new information, you should stop - even where it seems trivial.
It appears that I'm in the minority but I disagree with this pretty strongly. My games benefit significantly when I provide some narration that helps frame the upcoming session and glosses over stuff that would take a long time to play out during the session in minute detail and would, ultimately, not be very engaging for the group as a whole. Let me give an example of what I'm talking about to see if I'm really at odds with most of the posters in this thread:
Let's pretend my campaign has three players, each with one character. Here they are with the basic personalities that the
players themselves have established:
Tricksy, the Halfling Rogue - Tricksy has a thirst for knowledge, especially about maps and history. He's shy around women.
Grongar, the Human Barbarian - Grongar is a simple man with simple tastes. He likes beer and he likes wenches. He knows that his chosen profession is likely to result in his death at a young age and he's all about indulging his vices whenever he isn't risking his life.
Snevish, the Human Wizard - Snevish views adventuring as a means to an end. He wishes to open a school of wizardry and that's going to take a lot of money. He takes every opportunity to grow his fortune by making good investments with the loot he gains by adventuring.
So, last session, the party arrived at the town of Stinkport after making their way through the many dangers of the Fetid Swamp and were able to turn in a bunch of Lizardman Heads for a bounty. I'm trying to frame the action for the next adventure, but I'm not sure what exactly that will be. I have a few things prepared and want to figure out what direction they are headed. So, the day after our game night I send out the following e-mail:
"Over the course of the next week you grow familiar with Stinkport. You had already indicated that you were fine to stay at the Barnacled Anchor Inn because the innkeeper, Belik, regarded you as heroes for slaying so many of the accursed Lizardmen that slew his brother. As such he's cutting you a low rate on your rooms.
He's also cutting Grongar a low rate on ale, which Grongar proceeds to consume in large quantities. Grongar is also cutting a swath of conquest through most of the serving wenches as the week progresses. Belik is fairly tolerant of Grongar's behavior in general as many other patrons are coming into the Anchor to hear his tales from the swamp. Amid the debauchery, Grongar hears from some of the wenches that it's been a while since they were "with a proper man since the sailors don't seem to come to town much anymore". He also picks up from some of the other patrons that the Coast Road to Kingsport across the border with Faldren is dangerous and trade is light.
Meanwhile Tricksy has been at the Temple of Shaldra, Goddess of Knowledge. There he meets the head archivist, a female elf name Kaella. After stumbling over their initial meeting she points Tricksy to a cramped room crammed with maps and books, which he dives into with relish. Among other things he finds some documents referring to the new king of Faldren who ascended the throne a couple of years ago. It seems that since that time the area has been beset by more pirates than usual. A look through some of the maps shows a multitude of small islands located off the coast within a couple days sail of Stinkport.
Snevish spends the majority of his time meandering through the Merchant Quarter and the Docks looking for a place to sell some of the Drake Blood that he collected in the Swamp. He is told that there is little market for it here but there might be at the University in Kingsport or at the College of Arcanum on the island of Skyfall. But the prices he is quoted here are terribly low. When he asks further about that he's told that the merchants traveling the Coast Road have high overhead because they must hire large numbers of guards. The ship captains are clearly afraid to venture west toward Skyfall due to an increase in piracy. Both the merchant caravans and the ship captains seem interested in hiring the party as protection for their respective ventures.
Let me know what you guys want to do so I can plan for next session..."
So tell me, is that wrong in your opinion?