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Tell Me About Your Experiences with Theater of the Mind 5E
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<blockquote data-quote="5ekyu" data-source="post: 7503429" data-attributes="member: 6919838"><p>I think the key to TotM is descriptions presented in terms of choices, not measurements. </p><p></p><p>Do not say someone is 40 feet down the corridor but "a quick dash" etc. Someone closer is "close by" and right next to you is "on top of you" etc. </p><p></p><p>When a GM presents scenes and describes positions and locations scenery and moves, do so in a way that make options clear. </p><p></p><p>When it's on a grid, numbers are fine, but TotM you really need a vocabulary of options and choices. </p><p></p><p>Spell distances most of the time work out ok, 10, 30, 60, 120 etc fit in nicely with the usual 30' movement blocks, reach and melee. You can present them in choices as well.</p><p></p><p>A good resource is the dmg chart for expected aoe targets by shape and size - then adjust up or down for tight and spread out.</p><p></p><p>That's my experience... using TotM for even big dncounters.</p><p></p><p>Oh and one more thing... do the same with scenery... think about it when you add scenery - what can it do or be used for - and then describe it in ways to make those options clear or at least noticable. Not just tall bookshelf but a tall thin bookshelf way overloaded and overstuffed with tones and scroll that creaks and wobbles at most any disturbance. </p><p></p><p>It's also good to foreshadow... a prior library with similar shelves where they saw them fragile or fallen means they dont hav yo guess about these in the room with the fight.</p><p></p><p>Foreshadowed also allows you to contrast - unlike the other room, these shelves...</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7503429, member: 6919838"] I think the key to TotM is descriptions presented in terms of choices, not measurements. Do not say someone is 40 feet down the corridor but "a quick dash" etc. Someone closer is "close by" and right next to you is "on top of you" etc. When a GM presents scenes and describes positions and locations scenery and moves, do so in a way that make options clear. When it's on a grid, numbers are fine, but TotM you really need a vocabulary of options and choices. Spell distances most of the time work out ok, 10, 30, 60, 120 etc fit in nicely with the usual 30' movement blocks, reach and melee. You can present them in choices as well. A good resource is the dmg chart for expected aoe targets by shape and size - then adjust up or down for tight and spread out. That's my experience... using TotM for even big dncounters. Oh and one more thing... do the same with scenery... think about it when you add scenery - what can it do or be used for - and then describe it in ways to make those options clear or at least noticable. Not just tall bookshelf but a tall thin bookshelf way overloaded and overstuffed with tones and scroll that creaks and wobbles at most any disturbance. It's also good to foreshadow... a prior library with similar shelves where they saw them fragile or fallen means they dont hav yo guess about these in the room with the fight. Foreshadowed also allows you to contrast - unlike the other room, these shelves... [/QUOTE]
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Tell Me About Your Experiences with Theater of the Mind 5E
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