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<blockquote data-quote="pming" data-source="post: 8225093" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>...and this is why the DM needs to be consistent. As the group plays, session after session, they will all develop their own "style" of playing; this will include being able to 'read' the DM and the DM being able to 'read' his/her Players. </p><p></p><p>Aside from that, yeah, it could be a skeleton, wight or lich. I don't see the problem though. The PC's will see just what was described; the Players should then react, in character, to what they know of the "campaign setting". But I guess that's one of the reasons why the OP posted; he's not sure how to "vibe" the danger to the Players.</p><p></p><p>My suggestion was sound (ime at any rate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). Description and pacing. Playing with the same DM over time, with a consistent DM, will naturally result in the Players being able to REALLY "know" what their PC's are experiencing.</p><p></p><p></p><p></p><p>I think you missed the part about "pacing". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> It's not about the length of the description per se, it's about the delivery of the words. There is no way to easily describe it in text. Like acting. You can read the lines, but until you hear an actor act them out, you might have a completely different take on them.</p><p></p><p>But yes...the DM does have to take care to not fall into the "Oh..the DM just described the hinges and door handle; it's trapped. Watch out!" thing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Consistency. That's the key.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8225093, member: 45197"] Hiya! ...and this is why the DM needs to be consistent. As the group plays, session after session, they will all develop their own "style" of playing; this will include being able to 'read' the DM and the DM being able to 'read' his/her Players. Aside from that, yeah, it could be a skeleton, wight or lich. I don't see the problem though. The PC's will see just what was described; the Players should then react, in character, to what they know of the "campaign setting". But I guess that's one of the reasons why the OP posted; he's not sure how to "vibe" the danger to the Players. My suggestion was sound (ime at any rate! :) ). Description and pacing. Playing with the same DM over time, with a consistent DM, will naturally result in the Players being able to REALLY "know" what their PC's are experiencing. I think you missed the part about "pacing". ;) It's not about the length of the description per se, it's about the delivery of the words. There is no way to easily describe it in text. Like acting. You can read the lines, but until you hear an actor act them out, you might have a completely different take on them. But yes...the DM does have to take care to not fall into the "Oh..the DM just described the hinges and door handle; it's trapped. Watch out!" thing. ;) Consistency. That's the key. ^_^ Paul L. Ming [/QUOTE]
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