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General Tabletop Discussion
*TTRPGs General
Suspension of Disbelief
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<blockquote data-quote="VagabondDM" data-source="post: 299913" data-attributes="member: 6538"><p><strong>Suspension</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Just some basic thoughts on the matter. I can elaborate more later if needed as the discussion carries on or by personal message</p></blockquote><p></p>
[QUOTE="VagabondDM, post: 299913, member: 6538"] [b]Suspension[/b] 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 [/QUOTE]
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