Posts Tagged by descriptions

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Inspired by Troy’s Fantasy Wagon Train article, it struck me the other day how much I loved walking into weapons shops in the video game RPGs. Having this small, free form area that was full of interesting visual tidbits, a couple of interactions with NPCs, and a selection of items which might add some element of uniqueness to my current play experience delighted me to no end. I also remember that experience in my first roleplaying game. The Game Master drew out my search for…

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Inspired by Troy’s Fantasy Wagon Train article, it struck me the other day how much I loved walking into weapons shops in the video game RPGs. Having this small, free form area that was full of interesting visual tidbits, a couple of interactions with NPCs, and a selection of items which might add some element of uniqueness to my current play experience delighted me to no end. I also remember that experience in my first roleplaying game. The Game Master drew out my search for…

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So, during my monthly review of podcasts during my commute to work, and I’m listening to a seminar conducted by Wolfgang Baur — Kobold-in-Chief over at Kobold Press (formerly Open Design) — for the most recent PaizoCon that was recorded and posted by those fine Canadians over at 3.5 Private Sanctuary. Wolfgang talks about his GMing techniques for room and combat description — a broad topic, to be sure. But of particular interest was his approach to combat description for encounters he writes up for…

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Sometimes we fail to see the forest for the trees. I have found myself so caught up in trying to perfect one particular aspect of my game that I blinded myself to the whole of the game itself. It is easy to become focused and obsessed on a few details that seem oh so important the night before the game, but that really are not deserving of so much attention. A few of the monumental wastes of my time in the pursuit of perfection have…