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Post by hoseirrob on Sept 8, 2015 12:53:29 GMT -8
In the Sturmgeist games and the few Moments of Truth I have had the opportunity to participate in, there has been little notice of the recorded nature of the APs. For the last SW Traveller AP, there was a part that got into non-essential detail that I could imagine myself falling asleep in the car with. Once that realization hit, I wanted to move it along.
One thing that I would love to get is more feedback from a player standpoint, but if there is something egregious that happens, I am sure I will hear about it.
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Post by yeknom on Sept 9, 2015 7:20:03 GMT -8
I have a number of issues that I need to work on as a GM, but Bill Roper brings up a good point with verbal descriptions. I think I remember seeing a piece of GM advice once that was essentially, "Unless the GM says it, it doesn't exist in the world." I've been thinking a lot about this in terms of both setting descriptions and plot secrets (i.e., elaborate plots that are never revealed effectively never existed in the first place.) But I think I have a vivid visual imagination, so it would behoove me to invest some time trying to communicate it verbally.
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Post by weaselcreature on Sept 9, 2015 8:03:06 GMT -8
When prepping notes for an upcoming session, I've started righting DESCRIBE THINGS!!! in big letters at the start of my notes. It doesn't always help, though, as once the game is up and running, I don't often consult my notes until something specific is needed. Maybe after writing it enough, it will be remembered without being seen.
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Post by ayslyn on Sept 9, 2015 8:27:21 GMT -8
I have a number of issues that I need to work on as a GM, but Bill Roper brings up a good point with verbal descriptions. I think I remember seeing a piece of GM advice once that was essentially, "Unless the GM says it, it doesn't exist in the world." I've been thinking a lot about this in terms of both setting descriptions and plot secrets (i.e., elaborate plots that are never revealed effectively never existed in the first place.) But I think I have a vivid visual imagination, so it would behoove me to invest some time trying to communicate it verbally. I'm all for coming up with great, evocative descriptions, but the mantra above is something to avoid at ALL costs. So, because you neglected to mention a toaster in the breakfast nook, it doesn't exist? I say thee no. Down that road lies naught but madness... and giant lists of set dressings.... You was to evoke a feeling, a big picture. Sure, if you can think of a cool detail, throw it out there. But, getting bogged down in the minutia isn't going to be fun for either you, or your players.... Any sort of reasonable set dressing should just be assumed to exist. After that, the players can ask you specifically if something exists that you haven't mentioned.
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Post by Stu Venable on Sept 9, 2015 10:58:35 GMT -8
When prepping notes for an upcoming session, I've started righting DESCRIBE THINGS!!! in big letters at the start of my notes. It doesn't always help, though, as once the game is up and running, I don't often consult my notes until something specific is needed. Maybe after writing it enough, it will be remembered without being seen. Write it on the inside of your GM screen.
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Post by yeknom on Sept 9, 2015 11:05:34 GMT -8
So, because you neglected to mention a toaster in the breakfast nook, it doesn't exist? Sorry, I think I phrased my idea incorrectly (after all, I did say "essentially" ) - I'm not talking about every little thing; of course that would be borderline insane. More like if I come up with a mental image of a setting, let's say a saloon for example, I immediately get a certain image in my head. (The whiskey bottles are dusty. The floorboards creak. The morning sun is pouring through the windows, but somehow it still seems dark in here.) Unless I say anything, there's no way to illustrate the scene I'm going for. If I try moving forward with any expectations about the players getting the same vibe, I'd better communicate it effectively. This is different than laying out the exact contents of the room. Maybe the players want to grab the gun the barkeep stashes behind the bar. I haven't considered the possibility, so it gets 'yes-and'ed into existence. Same with the mirror, the piano, the dudes playing poker, and the horses outside. Unless it's a crucial element or helps add to the setting, why bother bringing such things up?
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Post by ayslyn on Sept 9, 2015 15:04:19 GMT -8
So, because you neglected to mention a toaster in the breakfast nook, it doesn't exist? Sorry, I think I phrased my idea incorrectly (after all, I did say "essentially" ) - I'm not talking about every little thing; of course that would be borderline insane. More like if I come up with a mental image of a setting, let's say a saloon for example, I immediately get a certain image in my head. (The whiskey bottles are dusty. The floorboards creak. The morning sun is pouring through the windows, but somehow it still seems dark in here.) Unless I say anything, there's no way to illustrate the scene I'm going for. If I try moving forward with any expectations about the players getting the same vibe, I'd better communicate it effectively. I did misunderstand, but get what you're going for now. All I will say at this point is that it's an admirable goal that everyone should strive for, but no one will ever actually reach (Cue. Dream the Impossible Dream ^.- ) What I am saying is that you should absolutely try to get better at adding evocative scene descriptions. But, don't beat yourself up if everyone's vision doesn't always line up with yours. It just can't really happen. Two different people, different experiences, different views, different everything... You can't really expect all that difference to line up to the same.
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