Bringing locations, items, and people to life is a big part of tabletop
role-playing games. Details are a big part of this and the way we use them can have a big effect. However, there is such a thing as too
much detail. As well, there is the question of who gets to create the
details. It could be the Dungeon Master, the player, or a
collaborative effort. Which details should be focused on? With that
in mind, I hope to explore the topic and give some of my thoughts on
the subject. I'll use theatre of mind for my examples in order to
make the situation obvious. Miniatures add their own power and problems, since it's quite common not to be able to find the perfect miniature for a situation.
Which Details to Focus On?
As with all things, there is a bit of a cost-benefit analysis on the
kinds of details we provide. Time we spend describing things is time
the players aren't acting. However, we still need to describe
something otherwise no game can occur. There are some major
approaches I've observed and I hope to give an outline to them.
Chekhov's Gun
You can try to describe the things that are immediately important for
the thing you are dealing with. The great thing about this approach
is that it is simple and keeps things in the players' court. However,
it is a minimalistic approach. Taken to its extreme, you may end up
describing a sword as merely its stats and location. If it's exactly
the same as a previous item you encountered, however, this may be
perfectly fine. It's also common to use this for some environmental
features.
“The door creaks open. The room is dimly lit by the sunlight coming
from the small window set into the wall opposite to your location.
The room is full of barrels, leaving barely any space to enter. 5
feet by 10 feet is reachable but you don't know how big the room is
due to all the barrels.”
In this kind of situation, even though I provided details, the
barrels aren't described. If I embrace this approach, I get something
like the below.
“You can see that the room is full of barrels, leaving barely any
space to enter. 5 feet by 10 feet is reachable but you don't know how
big the room is due to all the barrels.”
It's a little dull as a description. However, this doesn't mean that
it's necessarily bad in every circumstance. If your players hit a
metaphorical orc bee's nest (a literally orc bee's nest would also work),
quick descriptions like this keep the tension going and also reflect
the split second decision making process they might use. It can also
be made to work by forcing players to perform actions to notice more
details or to ask the Dungeon Master if they are curious.
There are a couple of issues with this approach in general use. If
you plan to make a detail important, you either have to mention it
(cueing your players) or not mention it until they look for it (which
can come off as a bit cheap). It's also not the most immersive and
interesting description method.
Couple of Details
I usually pick a couple of senses (sight and sound tend to be the
most effective), describe what makes sense using those senses, and
single out all/most of the important parts of the
area/creature/item/thing and describe them. In the previous example,
the important details of the area were the light, the amount of space
possible to move, and a rough description of how many barrels were
tetrised in there.
The important parts take some experience to identify easily but I
find the easiest way is to ask questions. If it's a location, what
will your players be doing there? Keeping some of the senses in mind
helps you make nice immersive descriptions (at least compared to the
previous approach) but also means that a detail isn't immediately
important. It could just be a touch of character, forcing your
players to do some thinking and extra searching. It may also make
sense that your players cannot see an important detail because of
some obstruction or features of the location.
Cinematic Entrance
Sometimes, you want something awesome to make an unforgettable
entrance. In these cases, the description becomes very important.
However, since an entrance is usually done by something sentient, we
have to also typically describe actions. This forces more time to be
spent since time also now plays a role.
If it's a dragon, you'd typically describe everything in the above
section to fill out the appearance, and also need to describe its
actions (how does it walk/fly in and does it say anything?). We might
sometimes want to trim down some of the description and instead focus
on actions. It will probably take more actions later and if you
really need to, you can give a couple more details then quickly.
Details Not Covered
You typically only have a few words to get across a description, so
you need to use them wisely. This means that in some situations not
everything will be said (though visual aids can greatly help to save
on words and get more information out more efficiently and
interestingly). What happens in this situation? The obvious answer is
that in the future, when it makes sense, the other details will be
revealed because the Dungeon Master knows. Maybe when the player
comes closer. Maybe when the player tries to actively look. Or maybe
just after a moment in the room they'll notice something. There is
another option, however, though I've seen it used more often for
items.
There is a bit of a power dynamic between a Dungeon Master and their
players. However, this power dynamic isn't necessarily the same
between different groups. Say, for example, that the players beat
some undead humanoid and take its magic weapon. Before leaving, they
cast Speak with Dead and learned something about it. You could
come up with the entire back story for the item. However, you could
also give your players the chance to come up with its story as long
as it relates somehow to the character they killed. If they ask 5
questions, you might even let your players answer some of them. This
still keeps the collaborative storytelling that is the heart of
tabletop RPGs but also results in them contributing to stories they
otherwise would not have. It also drives a bigger wedge between the
player and their character. The simplest examples is to let your
player name a magic item they found and then construct a past (they
get a name they like and you still have control). The more complex is
to temporarily give your players the reigns over your part of the
game. This topic is what I'll be covering next.
No comments:
Post a Comment