Midnight - RPG Theory Improvements

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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. We talked about this for GM descriptions but I want to go one step further. I think anytime anyone is asked to describe something it should be considered in these directions. At times a player may know more in general about a subject - if so they may be briefed shortly with a few key words by the GM to do an excellent descriptive text...
Here are points to consider:

QUALITY NOT QUANTITY

Pause and breath - many times we'll rush things to "get past the flavor text", the flavor text is what RPGs are all about. Make an effort when ready to describe a new thing to:
  • stop, sit back, consider the description needed, breath, then launch into it with vigor!
Better...Stronger...Faster - 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.
  • 6thSense - 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...
NPCs too!! - don't forget to give this description style to each NPC as well... Cut the time down to 5-10 seconds. Consider giving each player the chance to "make the description" after giving the player a few key words needed. Remember to include:
  • give two personality quirks for an NPC (such as stingy, pompous, etc...)
  • remember to give each a physical style/quirk (such as fiddling with her knife, always leaning with arms crossed, etc..)
  • don't get tempted to be goofy, remember comic relief is good but NOT if its used too frequently
  • broaden the "types" of archetypes of NPCs, here are examples:
Character Sketch
The study of the Character, as it is now known, was conceived by Aristotle’s student Theophrastus. In The Characters (c. 319 BC), Theophrastus introduced the “character sketch,” which became the core of “the Character as a genre.” It included 30 character types — twenty-six moral types and four social types. Each type is said to be an illustration of an individual who represents a group, characterized by his most prominent trait. The Theophrastan types are as follows:
The Insincere Man (Eironeia)
The Flatterer (Kolakeia)
The Garrulous Man (Adoleschia)
The Boor (Agroikia)
The Complaisant Man (Areskeia)
The Man without Moral Feeling (Aponoia)
The Talkative Man (Lalia)
The Fabricator (Logopoiia)
The Shamelessly Greedy Man (Anaischuntia)
The Pennypincher (Mikrologia)
The Offensive Man (Bdeluria)
The Hapless Man (Akairia)
The Officious Man (Periergia)
The Absent-Minded Man (Anaisthesia)
The Unsociable Man (Authadeia)
The Superstitious Man (Deisidaimonia)
The Faultfinder (Mempsimoiria)
The Suspicious Man (Apistia)
The Repulsive Man (Duschereia)
The Unpleasant Man (Aedia)
The Man of Petty Ambition (Mikrophilotimia)
The Stingy Man (Aneleutheria)
The Show-Off (Alazoneia)
The Arrogant Man (Huperephania)
The Coward (Deilia)
The Oligarchical Man (Oligarchia)
The Late Learner (Opsimathia)
The Slanderer (Kakologia)
The Lover of Bad Company (Philoponeria)
The Basely Covetous Man (Aischrokerdeia)



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