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Taking action! How to handle party paralysis
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<blockquote data-quote="Irda Ranger" data-source="post: 4537646" data-attributes="member: 1003"><p>That's how I DM too. However, something you may want to raise with him is the concept I think of as "data compression for lack of bandwidth." Or to use another phrase, "A glance is worth an hour of narration." Your PCs will often be able to take in instantly, at a glance, what could take him 20 minutes to describe; and the glance would be more accurate too. If you actually see a "big keyhole", there's no mistaking it; but all the little visual clues that form the conclusion "big keyhole" often don't make into words well. You can easily mistake his meaning.</p><p></p><p>For that reason I've found that the world is actually <em>more </em>believable, and immersion deeper, if I help my players draw conclusions that their PCs would be able to draw on their own given the sensory data available to them in the game world.</p><p></p><p>For some things, especially the intuitive ones, I just skip the clues and tell the players the intuitive feeling. "You get the feeling you're being watched." etc. It's the sort of think that a person actually in the game world would know without knowing how they know it.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4537646, member: 1003"] That's how I DM too. However, something you may want to raise with him is the concept I think of as "data compression for lack of bandwidth." Or to use another phrase, "A glance is worth an hour of narration." Your PCs will often be able to take in instantly, at a glance, what could take him 20 minutes to describe; and the glance would be more accurate too. If you actually see a "big keyhole", there's no mistaking it; but all the little visual clues that form the conclusion "big keyhole" often don't make into words well. You can easily mistake his meaning. For that reason I've found that the world is actually [I]more [/I]believable, and immersion deeper, if I help my players draw conclusions that their PCs would be able to draw on their own given the sensory data available to them in the game world. For some things, especially the intuitive ones, I just skip the clues and tell the players the intuitive feeling. "You get the feeling you're being watched." etc. It's the sort of think that a person actually in the game world would know without knowing how they know it. [/QUOTE]
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Taking action! How to handle party paralysis
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