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General Tabletop Discussion
*Dungeons & Dragons
Stop Yapping, Start Playing: Trimming GM Descriptions
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<blockquote data-quote="Lanefan" data-source="post: 9767153" data-attributes="member: 29398"><p>Perhaps, on a successful passive perception roll. Doesn't do much for the guy firing slingstones at the windows, though.</p><p></p><p>One thing many of these stylish descriptions, both long form and short, are sadly lacking in are useful practical specifics such as room dimensions and the number and placement of exits other than the one the party are coming in through.</p><p></p><p>Atmospherics and fancy words are fine but it's the practical stuff that matters:</p><p></p><p>"On opening the door you're looking into a well-lit 30x30 foot room with closed doors in the middle of the left and far walls (1). Daylight streams in from a large window to the right (2). In the far right corner is a stone fireplace with a small fire, it's warm in here and smells a bit smoky. A half-dozen Orcs were sitting at a round table in the room's center playing cards, but your arrival has clearly interrupted their game; they are all now scrambling for their scattered weapons in a clatter of toppling chairs (3). What do you do?"</p><p></p><p>(1) - now the mapper has enough info to quickly map the room</p><p>(2) - this explains the good visibility and proactively answers any questions about lighting</p><p>(3) - you've now done enough to set the scene for whatever happens next. Further details of the room and its contents can wait until after the Orcs are dealt with and the PCs have time for a closer look; or ignored if the PCs decide to close the door and flee, or whatever suits the actions that follow.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9767153, member: 29398"] Perhaps, on a successful passive perception roll. Doesn't do much for the guy firing slingstones at the windows, though. One thing many of these stylish descriptions, both long form and short, are sadly lacking in are useful practical specifics such as room dimensions and the number and placement of exits other than the one the party are coming in through. Atmospherics and fancy words are fine but it's the practical stuff that matters: "On opening the door you're looking into a well-lit 30x30 foot room with closed doors in the middle of the left and far walls (1). Daylight streams in from a large window to the right (2). In the far right corner is a stone fireplace with a small fire, it's warm in here and smells a bit smoky. A half-dozen Orcs were sitting at a round table in the room's center playing cards, but your arrival has clearly interrupted their game; they are all now scrambling for their scattered weapons in a clatter of toppling chairs (3). What do you do?" (1) - now the mapper has enough info to quickly map the room (2) - this explains the good visibility and proactively answers any questions about lighting (3) - you've now done enough to set the scene for whatever happens next. Further details of the room and its contents can wait until after the Orcs are dealt with and the PCs have time for a closer look; or ignored if the PCs decide to close the door and flee, or whatever suits the actions that follow. [/QUOTE]
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Stop Yapping, Start Playing: Trimming GM Descriptions
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