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Read aloud text in modules: What are folks opinions about read aloud content?
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<blockquote data-quote="Lanefan" data-source="post: 9630277" data-attributes="member: 29398"><p>The sequence I usually prefer, assuming the PCs are easily able to perceive these features:</p><p></p><p>1. Lighting, if any (if not already obvious e.g. the encounter is outdoors on a sunny day)</p><p>2. Room or area dimensions including ceiling height when applicable, which always gets forgotten but is often important</p><p>3. Other exits if the area is a room-cavern-chamber-etc., and whether any doors are open or closed</p><p>4. (if necessary) Any atmospheric changes e.g. big change in smell, temperature, humidity, etc.</p><p>5. Static features and-or hazards e.g. major furniture, a hole where the floor has rotted through, significant trees or undergrowth if outdoors, pools, etc.; also any terrain features e.g. boulders, elevation changes, etc.</p><p>6. Obvious non-static elements, i.e. any occupants of the area that the PCs can quickly perceive</p><p></p><p>The primary time I'll change this is if-when a threat is intended to manifest before the PCs even have time or opportunity to look over the area. One boxed text from a funhouse adventure of my own, to be read when the PCs open the (only) door to a particular room, reads in its entirety: "<em>It would be far easier to see into this room if there wasn't a huge dragon head blocking your view. Roll for surprise.</em>" Any further boxed text would be pointless here as odds are high that the dragon proceeds to thrash much of the room's contents into powder during the ensuing combat.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9630277, member: 29398"] The sequence I usually prefer, assuming the PCs are easily able to perceive these features: 1. Lighting, if any (if not already obvious e.g. the encounter is outdoors on a sunny day) 2. Room or area dimensions including ceiling height when applicable, which always gets forgotten but is often important 3. Other exits if the area is a room-cavern-chamber-etc., and whether any doors are open or closed 4. (if necessary) Any atmospheric changes e.g. big change in smell, temperature, humidity, etc. 5. Static features and-or hazards e.g. major furniture, a hole where the floor has rotted through, significant trees or undergrowth if outdoors, pools, etc.; also any terrain features e.g. boulders, elevation changes, etc. 6. Obvious non-static elements, i.e. any occupants of the area that the PCs can quickly perceive The primary time I'll change this is if-when a threat is intended to manifest before the PCs even have time or opportunity to look over the area. One boxed text from a funhouse adventure of my own, to be read when the PCs open the (only) door to a particular room, reads in its entirety: "[I]It would be far easier to see into this room if there wasn't a huge dragon head blocking your view. Roll for surprise.[/I]" Any further boxed text would be pointless here as odds are high that the dragon proceeds to thrash much of the room's contents into powder during the ensuing combat. [/QUOTE]
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Read aloud text in modules: What are folks opinions about read aloud content?
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