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What actions by a PC Don't need to be stated?
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<blockquote data-quote="guachi" data-source="post: 7159868" data-attributes="member: 6785802"><p>I've noticed the modules I enjoy running have good room or area descriptions that invite players saying what and where they are searching/investigating. I'll read the boxed text (sometimes you get a good, succinct description like module U1 that allows the DM to give the PCs information while withholding stuff that they shouldn't know right away) and it might state that in this room there is a bed, desk, footlocker, closet, and small chest.</p><p></p><p>After reading the boxed text I'll summarize what's in the room leaving out the adjectival descriptors. "Again, the noticeable things in the room are a bed, desk, footlocker, closet, and small chest. What do you want to do?" It naturally leads the PCs to precisely state where they are going, it gives each PC a chance to help search and it enables the DM to direct what is found to a particular PC and look directly at them while you tell them. This keeps them more engaged.</p><p></p><p>U1 Sinister Secret of Saltmarsh is a well-regarded module. And I'm convinced its good room descriptions are a reason. Since it was the first adventure I did in my current campaign, I and the PCs have become used to being particular about where the PCs go.</p><p></p><p>tl;dr - Give the PCs enough interesting things to interact with often enough and you can get away with doing it every time even if there are times where there isn't anything obvious to search or interact with.</p></blockquote><p></p>
[QUOTE="guachi, post: 7159868, member: 6785802"] I've noticed the modules I enjoy running have good room or area descriptions that invite players saying what and where they are searching/investigating. I'll read the boxed text (sometimes you get a good, succinct description like module U1 that allows the DM to give the PCs information while withholding stuff that they shouldn't know right away) and it might state that in this room there is a bed, desk, footlocker, closet, and small chest. After reading the boxed text I'll summarize what's in the room leaving out the adjectival descriptors. "Again, the noticeable things in the room are a bed, desk, footlocker, closet, and small chest. What do you want to do?" It naturally leads the PCs to precisely state where they are going, it gives each PC a chance to help search and it enables the DM to direct what is found to a particular PC and look directly at them while you tell them. This keeps them more engaged. U1 Sinister Secret of Saltmarsh is a well-regarded module. And I'm convinced its good room descriptions are a reason. Since it was the first adventure I did in my current campaign, I and the PCs have become used to being particular about where the PCs go. tl;dr - Give the PCs enough interesting things to interact with often enough and you can get away with doing it every time even if there are times where there isn't anything obvious to search or interact with. [/QUOTE]
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What actions by a PC Don't need to be stated?
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