Difference between revisions of "Midnight - RPG Theory Improvements"

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=Evocative Descriptions=
 
=Evocative Descriptions=
::  Adam pointed out to me how, while we get the point across that sometimes the descriptions are less than they could be.  Here are points to consider:
+
:  Adam pointed out to me how, while we get the point across that sometimes the descriptions are less than they could be.  Here are points to consider:
:::*  '''quality not quantity''' - reduce the description to a shorter 30-40 seconds, describe things in narrator voice "old school" module "read aloud" text block style.  
+
::*  '''quality not quantity''' - reduce the description to a shorter 30-40 seconds, describe things in narrator voice "old school" module "read aloud" text block style.  
:::: ''' 6 Senses''' -  when describing, try to hit all six senses
+
::: ''' 6 Senses''' -  when describing, try to hit all six senses
:::::*  '''Sight''' -  what the PCs see, taking into account all racial/class abilities such as Darkvision, etc...  Consider near/far and peripheral.
+
::::*  '''Sight''' -  what the PCs see, taking into account all racial/class abilities such as Darkvision, etc...  Consider near/far and peripheral.
:::::*  '''Hearing''' - what the PCs hear, loudest to softest textures.  Base and pitch.  Of just the "white noise".
+
::::*  '''Hearing''' - what the PCs hear, loudest to softest textures.  Base and pitch.  Of just the "white noise".
:::::*  '''Taste''' -  taste can be experienced, it's usually spurred by scent and sight.  Consider that you can "almost taste" things as you walk in a bakery or the gag reflex of "almost tasting" sulfur fumes, etc...
+
::::*  '''Taste''' -  taste can be experienced, it's usually spurred by scent and sight.  Consider that you can "almost taste" things as you walk in a bakery or the gag reflex of "almost tasting" sulfur fumes, etc...
:::::*  '''Smell''' -  what the PCs smell, the most potent scents to the least.  Usually described in a "taste" such as sweat or spicy, etc... smell.  Smell leads directly to taste and is usually the most memorable.
+
::::*  '''Smell''' -  what the PCs smell, the most potent scents to the least.  Usually described in a "taste" such as sweat or spicy, etc... smell.  Smell leads directly to taste and is usually the most memorable.
:::::*  '''Touch''' -  touch can be experienced first through the feeling of how the PCs walk/enter an area, as well as when the actually touch/brush by something.  Consider textures a great deal here.  
+
::::*  '''Touch''' -  touch can be experienced first through the feeling of how the PCs walk/enter an area, as well as when the actually touch/brush by something.  Consider textures a great deal here.  
:::::*  '''Sixth Sense''' -  this is the general atmosphere feeling.  Be sure not to "tell" the PCs how to feel (you are scared), however aluding to how a "lesser man would be in terror"  can help.  Feeling like "eyes are watching you"  or  feeling uncomfortable, out of place, cramped, etc...  can all enter in here.  Also consider any actual alternate senses PCs might have such as telepathy, etc...
+
::::*  '''Sixth Sense''' -  this is the general atmosphere feeling.  Be sure not to "tell" the PCs how to feel (you are scared), however aluding to how a "lesser man would be in terror"  can help.  Feeling like "eyes are watching you"  or  feeling uncomfortable, out of place, cramped, etc...  can all enter in here.  Also consider any actual alternate senses PCs might have such as telepathy, etc...

Revision as of 15:49, 1 April 2008

The following are ideas for "improvement" goals and ideas that the GM and players as a group and individually might try to increase everyone's "fun" for the games. We already do alot of great things (obviously) but this is just brainstorming ideas. Please note ideas, and try to explain or give good examples.


Evocative Descriptions

Adam pointed out to me how, while we get the point across that sometimes the descriptions are less than they could be. Here are points to consider:
  • quality not quantity - reduce the description to a shorter 30-40 seconds, describe things in narrator voice "old school" module "read aloud" text block style.
6 Senses - when describing, try to hit all six senses
  • Sight - what the PCs see, taking into account all racial/class abilities such as Darkvision, etc... Consider near/far and peripheral.
  • Hearing - what the PCs hear, loudest to softest textures. Base and pitch. Of just the "white noise".
  • Taste - taste can be experienced, it's usually spurred by scent and sight. Consider that you can "almost taste" things as you walk in a bakery or the gag reflex of "almost tasting" sulfur fumes, etc...
  • Smell - what the PCs smell, the most potent scents to the least. Usually described in a "taste" such as sweat or spicy, etc... smell. Smell leads directly to taste and is usually the most memorable.
  • Touch - touch can be experienced first through the feeling of how the PCs walk/enter an area, as well as when the actually touch/brush by something. Consider textures a great deal here.
  • Sixth Sense - this is the general atmosphere feeling. Be sure not to "tell" the PCs how to feel (you are scared), however aluding to how a "lesser man would be in terror" can help. Feeling like "eyes are watching you" or feeling uncomfortable, out of place, cramped, etc... can all enter in here. Also consider any actual alternate senses PCs might have such as telepathy, etc...