Theater of the Mind and VTTs: Oh Brave New World...

GothmogIV

Adventurer
Greetings, friends. Bit of a backstory: I'v been playing TTRPGs for 44 years(!). The majority of that time was face to face around a table, and completely done with theater of the mind. Never used minis or maps or grids. In 2019, my group picked up again after a long hiatus (marriages, little kids, geography, etc.) and we've been using a VTT ever since. This has allowed us to play way, way more than we ever could face to face, and it's been a blast. We use Roll20, and occasionally Foundry.

With that said, I have observed that our games have become too focused on maps and tokens. It has all taken on a feel that is way more tactical than narrative (and I am a narrative DM to the core). I spend a lot of time populating tokens, filling out monster character sheets, adding things to online maps, etc. It's a time sink, and it's not the part of DMing that I, personally, enjoy. (We are not using 5e, which would make all of this mechanical stuff super easy.)

So we are about to begin a new campaign using a new system (Castles&Crusades) which has limited support on Roll20 to begin with. I am thinking I want to do this much more theater of the mind, as we used to do for the majority of our gaming time. Players can have paper characters in front of them, or use Troll Lord's rollable character sheets online, or they can just roll on the VTT. Whatevah. Instead of using maps and grids and tokens, I am going to use more art and images. When it comes to combat, I am going to just describe what's happening instead of showing what's happening. In the case of a large or complicated battle, I'd just throw some tokens on a map in order to make things less confusing, but not worry too much about distances and all of that.

I'm wondering if other people play this way, and if so, what pitfalls should I avoid? What are some best practices you can suggest? Any and all advice generously given will be thankfully received. Thank you!
 

log in or register to remove this ad

Greetings, friends. Bit of a backstory: I'v been playing TTRPGs for 44 years(!). The majority of that time was face to face around a table, and completely done with theater of the mind. Never used minis or maps or grids. In 2019, my group picked up again after a long hiatus (marriages, little kids, geography, etc.) and we've been using a VTT ever since. This has allowed us to play way, way more than we ever could face to face, and it's been a blast. We use Roll20, and occasionally Foundry.

With that said, I have observed that our games have become too focused on maps and tokens. It has all taken on a feel that is way more tactical than narrative (and I am a narrative DM to the core). I spend a lot of time populating tokens, filling out monster character sheets, adding things to online maps, etc. It's a time sink, and it's not the part of DMing that I, personally, enjoy. (We are not using 5e, which would make all of this mechanical stuff super easy.)

So we are about to begin a new campaign using a new system (Castles&Crusades) which has limited support on Roll20 to begin with. I am thinking I want to do this much more theater of the mind, as we used to do for the majority of our gaming time. Players can have paper characters in front of them, or use Troll Lord's rollable character sheets online, or they can just roll on the VTT. Whatevah. Instead of using maps and grids and tokens, I am going to use more art and images. When it comes to combat, I am going to just describe what's happening instead of showing what's happening. In the case of a large or complicated battle, I'd just throw some tokens on a map in order to make things less confusing, but not worry too much about distances and all of that.

I'm wondering if other people play this way, and if so, what pitfalls should I avoid? What are some best practices you can suggest? Any and all advice generously given will be thankfully received. Thank you!
VTT's just seem to take too much work. Though with 3d printers and all the other options to have cool maps etc I understand people wanting cool things. It just seems they tend to take away the magic of the player imagining it better than a 3d print ever could
 

I run Traveller 'goose 2E on Foundry. I pretty much do as you say and use artwork and some nice looking locales for a visual tool. I do use tokens, but only to represent location and distance. The combat system doesnt really need facing or square/hex positions so precision isnt lost. Even though Id describe it as theater of the mind, I find players like having those visual aids as a sort of combat compass and it speeds up play and reduces questions on the situation for the ref/GM. This sounds like what you want to attempt.

Some folks are pretty used to detailed maps and tokens and the switch to ToTM can take time, so be patient with them. Switching systems usually takes a min, even going from detailed to simple. So, be ready for some of your energy and time to be eaten up by learning C&C. On top of all that, you are also learning to play C&C in the VTT. Id be mindful of your players and spend some prep giving the best options for them to facilitate the switch over.

Good luck!
 

I'm wondering if other people play this way, and if so, what pitfalls should I avoid? What are some best practices you can suggest? Any and all advice generously given will be thankfully received. Thank you!
Allo!

Pitfalls = Don't play D&D or OSR or any other such game. They are all really just miniatures or excel bookeeping games that pretend to be RPGs... :P

Ok, sassy advice aside, here is actually helpful advice =

- Before any situation starts describe the area, and then ask each player to describe their character its self and where they are in the scene.

- Ask each player to note one aspect of the location they are at, what they are interacting with (even if only idle sitting on, running hands over, looking at, etc)

- Once in a while, attempt to create a plot that gives each player character a slightly different benefit or goal based on different ways the situation could be resolved. Then moderate the conversation of them discussing the reasons for resolving the situation these different ways, and why and who should get the benefit.

- Stop using "bad" guys. Have instead "opposition", some person or being that they players can interact with in a non-violent manner. Give the being its own reasons for wanting to oppose the characters, and make sure the reasons sound like something the players understand too. Let the players resolve the situation with bargains or wagers. Which means the opposition should have alternate things they could want to bargain for.

- hand out XP or other such bonuses for when players as a group chit chat downtime/campfires/personal ideals conversations. The more the players talk to each other in character, the less work you are doing trying to sing and dance and keep their attention on camera.

- Move the spotlight around. Even though someone has more stuff they want to do or say with their character in that moment, make them pause that thought - move on to someone else, let them interact for a bit, pause, move one - repeat. Eventually you will find both a rhythm and dramatic pause points to heighten player interest in knowing what happens next. (101 Arabian nights but in one scene...)
 

Allo!

Pitfalls = Don't play D&D or OSR or any other such game. They are all really just miniatures or excel bookeeping games that pretend to be RPGs... :P

Honestly, stopped reading there.

But I think you have it wrong. "RPG" refers to D&D, OSR, etc.

Rather, TFS (Thespian Fantasy Storytelling) games pretend to be RPGs tried to hijack the term "RPG".
 
Last edited:

Allo!

Pitfalls = Don't play D&D or OSR or any other such game. They are all really just miniatures or excel bookeeping games that pretend to be RPGs... :P

Honestly, stopped reading there.

But I think you have it wrong. "RPG" refers to D&D, OSR, etc.

Rather, TFS (Thespian Fantasy Storytelling) games pretend to be RPGs.
lets go film GIF
 


Is there a specific reason you want a VTT? I've run online with Discord for voice/video, the Avrae bot for dice rolling if you want it automated, and a shared google draw page for handouts, images and the like. There's less clutter and overhead than a VTT.

My next high fantasy campaign will likely be in 13th Age 2nd ed, which is designed mechanically for Theater of the Mind as opposed to grids, and I can't see wanting to deal with a VTT for that.
 

I'm in the same boat, as I have also spent my life playing TotM. I was able to successfully bring this to the VTT space. Like you had mentioned, I've used landscapes and dungeon scenes so the players weren't staring at a blank, white screen.

If I felt something wasn't being communicated well, it was easy to pop in a blank page and do some drawing. Just like when we're all sitting at a table and I'd draw on a piece of scratch paper.

Try to use cameras. You may find that you underestimate the importance of gestures and expressions until they're not there.
 

I'm wondering if other people play this way, and if so, what pitfalls should I avoid? What are some best practices you can suggest? Any and all advice generously given will be thankfully received. Thank you!
Either go with theater of the mind or don't. Once you bust out maps and minis, your players will probably want them all the time. Resist that urge. If this same group is already used to playing TOTM, then it shouldn't be a problem. You can also split the difference, use a map when the area is complicated, but no minis. I've found that generally works better than pure TOTM. The players can then at least visualize the area better.

Rule in their favor most, if not all the time re: positioning, flanking, distance, etc. Explain the benefits of doing it this way. They'll never be 5ft short of movement to reach something again. They'll generally not have to worry about cover again. Etc.

It works better in my head to block things out like zones or areas from other games. The hallway is one zone, the kitchen is another, etc. In fantasy games with more open space this is a bit trickier, but still manageable. This half of the room, that half of the room, up by the altar, behind those pillars, etc.

Be sure to label your monsters somehow so the players know who's who. Goblin #1, Goblin #2, the Fat Goblin, the One-Eyed Goblin, etc. Something. The idea of just focusing fire on one until it's down is nice, but will quickly not be what your players do in combat. They'll target specific enemies for specific reasons. So label the enemies.
 

Trending content

Remove ads

Top