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General Tabletop Discussion
*Dungeons & Dragons
Wanting players to take in-game religion more seriously
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<blockquote data-quote="Yaarel" data-source="post: 6900861" data-attributes="member: 58172"><p>Definitely talk with them. Mostly so you as a storyteller get a better sense of what might interest.</p><p></p><p></p><p></p><p></p><p></p><p>For me, that kind of narrative immersion happens when, everything is described sensorially. And D&D technical terms rarely happen, if ever. Focus on visual descriptions of what is actually happening. Also describe sounds, and smells.</p><p></p><p>Rarely if ever, switch to the ‘author voice’, who explains what people are thinking, or what the players should do. In-game, if you need to get meta-information across to your players, have them meet someone who has a narratively-sensible reason to tell them what they need to know.</p><p></p><p>I havent done this myself, but a technique that seems helpful is for you to do ALL of the mechanical work, even rolling the dice for player attacks, and so on. That way, they focus exclusively on the narrative and how they − from their character’s perspective − interact with this narrative. Think of it like describing a movie to a blind person, where there is nothing but what the scene looks like and what the actors do.</p><p></p><p>Also, dont use minis. Keep the players focused on visualizing your narrative descriptions, rather than on the non-narrative "chess board". (Personally, I find it useful to sketch out a map of a new encounter, and it can help to use minis to show their relationship to it. But after that, ignore the minis and switch to narrative.)</p><p></p><p>Find a way to keep the player character sheet as simple and non-technical as possible. Some DMs have the character sheet be a sheet of paper with something like post it notes with things like items and spells that can be added and removed.</p><p></p><p>Finally, that kind of immersion seems to depend on individual personalities, and not all D&D players experience it.</p><p></p><p>If they "get it", great. If not, thats ok too. Either way, gently have them take over more and more of the mechanical stuff. Because, you know, its alot of work.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 6900861, member: 58172"] Definitely talk with them. Mostly so you as a storyteller get a better sense of what might interest. For me, that kind of narrative immersion happens when, everything is described sensorially. And D&D technical terms rarely happen, if ever. Focus on visual descriptions of what is actually happening. Also describe sounds, and smells. Rarely if ever, switch to the ‘author voice’, who explains what people are thinking, or what the players should do. In-game, if you need to get meta-information across to your players, have them meet someone who has a narratively-sensible reason to tell them what they need to know. I havent done this myself, but a technique that seems helpful is for you to do ALL of the mechanical work, even rolling the dice for player attacks, and so on. That way, they focus exclusively on the narrative and how they − from their character’s perspective − interact with this narrative. Think of it like describing a movie to a blind person, where there is nothing but what the scene looks like and what the actors do. Also, dont use minis. Keep the players focused on visualizing your narrative descriptions, rather than on the non-narrative "chess board". (Personally, I find it useful to sketch out a map of a new encounter, and it can help to use minis to show their relationship to it. But after that, ignore the minis and switch to narrative.) Find a way to keep the player character sheet as simple and non-technical as possible. Some DMs have the character sheet be a sheet of paper with something like post it notes with things like items and spells that can be added and removed. Finally, that kind of immersion seems to depend on individual personalities, and not all D&D players experience it. If they "get it", great. If not, thats ok too. Either way, gently have them take over more and more of the mechanical stuff. Because, you know, its alot of work. [/QUOTE]
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