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Suspension of Disbelief

Tuerny said:
When I was describing an inn room they asked if there was a window in the room. I was having trouble deciding so I decided to roll randomly for it. They thought that this indicated I lacked a clear vision of it in my head, thus resulting in them having difficulty immersing themselves into it.

In a previous session they were being tracked by goblins and at one point the goblins were fifteen feet away from them and could not see them. They had an issue with this until I described the pile of boulders that was between them and the goblins. Thus screwing with their SoD.

My recommendation may be simple, but it's worth a shot. It seems as if you define locations and situations in your game in rather abstract term. Try picturing situations yourself before you describe them to the players. That way, if the players ask any questions, you can refer to your own situation.

It helps in these situations if you have a REAL picture in your mind you can base it off of. Whenever I think of what life would be like on a starship in RPGs, I think of the submarines and carriers that I have been on.

For fantasy games, you can draw from historical sites, certain natural places that you know of (I am really familiar with Yellowstone Park and use it for a lot of the terrain descriptions I use), as well as movies that have places and situations similar to what you are imagining. Is the bar like the lodge in Braveheart where Wallace spoke to the nobles? Or is it like the stuffy little pub in Harry Potter?
 

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Consistency is the key.

What you describe will never match what or how the players picture it. But if you are consistent in the theme, the format, the flavour, for similiar things, players will "get it." Actually, to quote one of players, they will "get inside it."

Different players respond to different key words. Some want flourish, others a mechanical script, others want mathematical formula; but once you become consistent in describing key situations, characters, races, etc...they will put it together in both the grand scheme of your world, or down to a single broom closet in one particular dungeon. Once they begin makingthose key associations, and you are consistent in what and how you describe, they've bought into it, hook, line and sinker.
 

I trhink there are two main things you can do to help pull the players into the game world.

1. Before you describe a scene, person, building, etc, have a mental image of the onjects in question. This will make descriptions a lot easier and seem more real. Also, don't forget to include non-visual sensory cues in your descriptions such as smell, sound, and even touch.

2. Have things happen in your game world that have nothing to do with the adventure at hand, and will serve as either "filler" or possible springboards for further adventures or contacts. For example, have the characters awakened one night by loud noises in the stables of the inn they are staying at- only to find out one of the horses panicked when a strange dog got in there and caused a ruckuss. Or, perhaps have a little boy follow one of the PCs around in town, hoping to gain his attention because he considers the PC to be a hero to him. Of course you can always plant rumors of things like wars, other adventurers who just pulled in a big haul, news that some scholars have unconvered info about a "lost civilization", or any other thing. The main thing is to make sure the PCs feel like they are part of a larger world where things can and do happen without their attention or immediate actions. And it helps to have common, everyday events happen occasionally that reminds them they aren't just action heroes in a movie.
 


Suspension

Over the years I have come to the conclusion that the old adage of 'give a man enough rope and he will hang himself' is true in gaming as well. I give my players just enough of a base that their imaginations take over and they fill in the details as needed. For almost every group I've had this works incredibly well. Even details like the haunted look a runaway gives them as she's being taken away fills in the players mind with much more ferocity than I could have ever supplied.

Providing the base is the real trick and should be slightly tailored to both the players playing styles, within reason, and the game masters. Why should you only reasonably adjust your style to your players? Well it's more important for the GM to be comfortable with his play style then the players. If you're not comfortable with the way your running a game it will show and that in itself will terminate even the best and most imaginative players ability to achieve SoD.

As a good start try to cover the basics for all five senses. I find that I can get away with very little detail as my players fill in the rest with their imagination much like a reader does with a good book. I say things that only give enough for the players to work from. Something along the lines of "The darkness in the tunnel is such that even your torches only manage to shed the barest of light. The cool damp air is prevelent around, causing your torches to flicker slightly." Details like their damp clothes clingling lightly to their body, the musty chill air moving about, the smells of a dank stone tunnel, and even the moss, lichen and other trappings are supplied by my players imaginations.

This will not work for every game master or every group of players. I've always known that I've been extremely fortunate with my groups of players and seem to attract some spectaculalry good roleplayers. In the cases where I don't have as imaginative of players, I step up a little bit and fill in more detail. I am careful to never fill in so much that I've taken over their imagination's job.

Just some basic thoughts on the matter. I can elaborate more later if needed as the discussion carries on or by personal message
 

This is what 1d8 feels like.

I've found the best way to create an immersive environment is to stab, bludgeon, and pierce players where appropriate.

Sure, you go through a lot of players, but you see a lot of fresh faces!

Besides, the old, worn out players can be used for food. :D
 

Tuerny said:
When I was describing an inn room they asked if there was a window in the room. I was having trouble deciding so I decided to roll randomly for it. They thought that this indicated I lacked a clear vision of it in my head, thus resulting in them having difficulty immersing themselves into it.
Ugh. Don't do this. If a player asks about, well, almost anything, you should glance at your notes (even if they consist of a blank page of your DM's notebook) and firmly say either "yes" or "no". From that moment on, what you said is truth and you should adjust your plans accordingly. You are your players' window into their characters' reality - any delay while you decide the most basic "true-ness" of their surroundings is a big fork jammed into their suspension of disbelief. If something comes up that you didn't expect then you should give an answer, make it true, and scramble like a MF to make everything line up with the new reality. Yes, it's hectic. Yes, you'll rage internally when you realize that you just said something off the top of your head that means you need to rework a big chunk of story arc. And yes, your players will think that you are the most kickass DM ever when you're busting your hump to stay a step ahead of them and they can't even see you sweat. You don't need to know everything - just be sure that your players THINK you do.
 

Maintaining an air of credibility is only half of creating an enviroment for suspension of disbelief. I trruly believe that gaming should be a cooperative effort between both GM and players a like. If the GM's doing all the work he's not going to have much fun. If he's not having fun why should he bother doing the work?

When someone reads a novel do they demand the author go into every little detail so they are more clearly able to see imagine the story? Nope they expect just enough of a base to work off of. That's all players should require as well. DnD is a game of imagination, the story takes place in the minds of all participants.
 

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