alsih2o
First Post
no matter how fantastice the enw module or your idea, no matter how many minis you have painted, no matter how well you know the rules, your game will suffer without the right descriptions.
i see this topic tackled at odd angles all the itme, but i wanna go at it head on.
what have you done to maximize everyones enjoy ment at the table (keyboard?) with your descriptions?
for architecture? monsters? distances? gods?
do you try to cover lots of details or get a verbal sketch done and let them imagine the rest?
maps help, as do minis. i personally use quite a ofew paitings and illustrations in my game, but i wonder what more i can do.
most of my best experiences as a player involved people who could encapsulate someone or somehting quickly while still giving it depth.
p-kitty was darned good at it. i cannot think of but a few descriptive words he used for every npc and scene, but everyone who was in that spycraft game can tell you all about each scene. i would like a little more of this myself.
i see this topic tackled at odd angles all the itme, but i wanna go at it head on.
what have you done to maximize everyones enjoy ment at the table (keyboard?) with your descriptions?
for architecture? monsters? distances? gods?
do you try to cover lots of details or get a verbal sketch done and let them imagine the rest?
maps help, as do minis. i personally use quite a ofew paitings and illustrations in my game, but i wonder what more i can do.
most of my best experiences as a player involved people who could encapsulate someone or somehting quickly while still giving it depth.
p-kitty was darned good at it. i cannot think of but a few descriptive words he used for every npc and scene, but everyone who was in that spycraft game can tell you all about each scene. i would like a little more of this myself.