Posts Tagged by description

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One of the  ways to craft good dungeon description is describing to appeal to the senses. Mentioning the sights is common, but including smells, sounds, feels and tastes can greatly contribute to immersion. However, it can be difficult to remember to feature sensory input and to come up with good descriptions on the fly. To that end it can be useful to make a brief set of descriptions, one for each sense that represent common, or typical sensations in a particular themed area in your…

GMingAdvice012

IcebergTitanic had a question that will hopefully end more successfully than his handle’s history. Similar to the questions on Metagaming, I would like to see an article on how a GM can give hints and clues for a story without the players immediately leaping upon it. You know, the old “if the GM mentioned it, it must be important!” Example: The PC’s are meeting an important dignitary for dinner, and the noble goes, “Ouch!” as he apparently gets a nasty splinter from his chair. The…

GMingAdvice012

A while back I dropped an article talking about a prep method I used, called 3-3-3 Quick Prep. It’s a method composed mostly of bullet points to give some minimal structure to a game but allow for improvisation at the table. There were some requests in the comments to show some examples of it in play. Well, I am more than happy to oblige and dug up some old quick prep examples as well as making sure to detail some for the game I’m currently…

Crock Pot

Dipping a ladle into our suggestion pot, I see that NinjaBait had a question about setting details: I’ve been a DM/GM for several years now. I’ve never had any complaints about my stories or settings, but I’ve never felt very comfortable with describing what I’m seeing in my head. “The pungent stench of mildew emanates from the wet dungeons walls as stagnant water sloshes around your feet” becomes “you’re in a sewer and standing in about a foot of water”. How can I improve my…

GMingAdvice04

In our Suggestion Pot, Sektor asked: Perhaps a list of interesting combat tactics to use during an encounter? It could really beef up sessions, trying to get beyond the ‘You swing, you hit’ situations. I see two questions there: what are some interesting things I can have happen in a fight, and how do I get beyond boring hit/miss attacks? (Yes, I’m interpreting a bit.) I’ll start with the second item. Combat in RPGs is already heavily abstracted from reality. Many books have a section…