Visuals, Descriptions, CK's Place in the World
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HatterMadness
- Mist Elf
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Visuals, Descriptions, CK's Place in the World
Do you find it helpful to have visual elements to a Pen-and-Paper RPing game? Such as miniatures, maps, or even just creature pictures.
Should a CK/DM have props?
Do you prefer deeper descriptions (setting the mood of a room) by the CK/DM? Or just the basics unless someone asks for more?
Should the CK/DM be a neutral observer or should be get into each character he plays?
I know these aren't things with definite answers, but i'm curious what you all think and what you have experienced, good or bad, involving these questions.
Should a CK/DM have props?
Do you prefer deeper descriptions (setting the mood of a room) by the CK/DM? Or just the basics unless someone asks for more?
Should the CK/DM be a neutral observer or should be get into each character he plays?
I know these aren't things with definite answers, but i'm curious what you all think and what you have experienced, good or bad, involving these questions.
- DangerDwarf
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Props...not so much for me.
Descriptives...varies by current mood/pace of the group. If the group is hankering for some action I might gloss over some detail to move them along. If things are going good, I keep the descriptors rolling.
I get into NPC's. Along with voices, facial contortions and mad insane laughter. My group digs it and I always get a kick out of occasionally making one jump in surprise as I play the role. I can get loud if need be.
Descriptives...varies by current mood/pace of the group. If the group is hankering for some action I might gloss over some detail to move them along. If things are going good, I keep the descriptors rolling.
I get into NPC's. Along with voices, facial contortions and mad insane laughter. My group digs it and I always get a kick out of occasionally making one jump in surprise as I play the role. I can get loud if need be.
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HatterMadness
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DangerDwarf wrote:
Props...not so much for me.
Descriptives...varies by current mood/pace of the group. If the group is hankering for some action I might gloss over some detail to move them along. If things are going good, I keep the descriptors rolling.
I get into NPC's. Along with voices, facial contortions and mad insane laughter. My group digs it and I always get a kick out of occasionally making one jump in surprise as I play the role. I can get loud if need be.
I personally like a few props. Nothing like a full grid and counting 5ft squares. But figures for number and type of enemy. Figures for the character's general positioning. that stuff tend to help keep down on "Oh, i didn't hear the fighter say he was attacking that group, sorry about that fireball". Doing that in character is one thing, by mistake is another
Haha, i think a CK/DM SHOULD get into character. Nothing makes the players more into RPing then seeing the DM set the mood of being IN the game.
I do not like the use of miniatures, as I find it changes the style of the game once they are placed onto the "board." However, if I could have player's aids ready, such as a player's map of some fabled dungeon, or a letter written by the dead or dying NPC, then I would consider it... but, would not go overboard, as I know my players would not read them out of game, and do not want to spend game time on "homework." I do not like using pictures of monsters as I like to modify their descriptions or they appear in ways that would not be directly obvious... such as mind flayers in deep blue cloaks, or ankhegs attacking in the morning Tully fog.
Regarding descriptions, I provide only enough to let the players know where they are -- if they want more, they have to request it, and do something in game to get it. For example, if it is not obvious the walls are wet, they won't know unless their character touches it. There can be reasons to not reveal every detail immediately, and some will only be known under the right conditions (especially if there is an invisible / inaudible threat).
The DM / CK is supposed to be somewhat neutral (neither assisting nor hindering but simply providing the details of the adventure; after all, the players are more than capable of getting themselves into trouble -- they don't need the CK doing it for them) so that has nothing to do with whether one "gets into character" to me. However, I'll usually give a hint of what the character is like, when first encountered, but I don't stay in it -- if it has been a while since the last meeting, I'll do it again to remind the players, but don't feel it really adds too much... primarily because the players don't get into their characers.
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Regarding descriptions, I provide only enough to let the players know where they are -- if they want more, they have to request it, and do something in game to get it. For example, if it is not obvious the walls are wet, they won't know unless their character touches it. There can be reasons to not reveal every detail immediately, and some will only be known under the right conditions (especially if there is an invisible / inaudible threat).
The DM / CK is supposed to be somewhat neutral (neither assisting nor hindering but simply providing the details of the adventure; after all, the players are more than capable of getting themselves into trouble -- they don't need the CK doing it for them) so that has nothing to do with whether one "gets into character" to me. However, I'll usually give a hint of what the character is like, when first encountered, but I don't stay in it -- if it has been a while since the last meeting, I'll do it again to remind the players, but don't feel it really adds too much... primarily because the players don't get into their characers.
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- Go0gleplex
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We use miniatures sometimes to mark distances and help visualize the encounter. But, we don't need to have them (and haven't for at least a few years)...short answer, props can help but are not required.
I'll give enough information to let the PCs know what they are seeing...and when they should be asking me for more info/ looking at things a bit closer.
i tend to stay neutral with my NPCs, though a few of them I will get into if they are going to be recurring often...like Newt...the bouncingly cheerful halfling innkeep. OI! OI! Welcome friends! WELCOME! Pull up a seat and we'll be right with ya. Travelled far? Bet ya have by the looks of ya...
you get the picture.
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I'll give enough information to let the PCs know what they are seeing...and when they should be asking me for more info/ looking at things a bit closer.
i tend to stay neutral with my NPCs, though a few of them I will get into if they are going to be recurring often...like Newt...the bouncingly cheerful halfling innkeep. OI! OI! Welcome friends! WELCOME! Pull up a seat and we'll be right with ya. Travelled far? Bet ya have by the looks of ya...
you get the picture.
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"Rolling dice and killing characters since September 1976."
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"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
I love to use visual aids and props, except for miniatures and a battlemat. I feel that miniatures take away from roleplaying and immersion by putting the player's eyes on a top-down representation in the middle of the table, rather than on each other and the DM. I also feel miniatures make combat much less realistic and exciting by removing the chaotic "fog of war" from fighting. On the other hand, I do sometimes employ a stand-up easel and large pad of newsprint to sketch out hard-describe areas, or provide a visual reference (such as sketching out a forest when the PCs are in one, etc.)
I'm a very descriptive CK, and always try to set the mood of the scene, whether its the grime of the city, the brutality of melee combat, or the wonder of a fae palace. In-game mythology plays a very large role, and I will often refer to it when setting up an adventure or scene.
I definitely play the NPCs "in-character", and try to give each one some instinctive quirk that makes them memorable. Since I use flat XP per session, the PCS don't lose out XP-wise if they spend a session roleplaying rather than killing things.
I'm a very descriptive CK, and always try to set the mood of the scene, whether its the grime of the city, the brutality of melee combat, or the wonder of a fae palace. In-game mythology plays a very large role, and I will often refer to it when setting up an adventure or scene.
I definitely play the NPCs "in-character", and try to give each one some instinctive quirk that makes them memorable. Since I use flat XP per session, the PCS don't lose out XP-wise if they spend a session roleplaying rather than killing things.
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Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
- Omote
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DangerDwarf wrote:
Descriptives...varies by current mood/pace of the group. If the group is hankering for some action I might gloss over some detail to move them along. If things are going good, I keep the descriptors rolling.
Pretty much spot on for how I do things as well. I find if the group is in a more RP type of mood, detailed descritpions can really increase the mood and acentuate the RP situation.
Props I don;t use that often, but miniatures and battlemat are pretty regular in my games.
-O
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- Frost
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I use miniatures and a battlemap regularly. I used to play without them, but once I started, I never went back. Yes, you lose some of the "mind's eye" concepts, but everyone is on the same page in regards to positioning and that out weighs the cons in my book.
I don't use props too much, but do like to use player handouts when I can (maps, notes, etc.).
I tend to get into role-playing NPCs, at least key ones, when I can. I'm not sure what you mean by being "neutral." I will say this, I play my NPCs and monsters to the hilt. I'm not going to spare a PC life if I think the monster/NPC wouldn't. I do try to be neutral, too though, in the sense that if the PCs pull one over on the NPC/monster, I don't fudge on behalf of the monster/NPC. I once had to put up with the party slaying a whole tribe of sleeping ogres due to their smart use of spells and stealth. I didn't have one of the ogres suddenly awaken, and that was hard for me because I love me some giant-kin combat.
As for descriptions, I've been trying to provide more descriptions. I think I'm too bare-bones. Granted, some times it's worth skipping descriptions to keep pacing, but on the other hand, I'd like to at least set the scene so it's not just another dungeon room.
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I don't use props too much, but do like to use player handouts when I can (maps, notes, etc.).
I tend to get into role-playing NPCs, at least key ones, when I can. I'm not sure what you mean by being "neutral." I will say this, I play my NPCs and monsters to the hilt. I'm not going to spare a PC life if I think the monster/NPC wouldn't. I do try to be neutral, too though, in the sense that if the PCs pull one over on the NPC/monster, I don't fudge on behalf of the monster/NPC. I once had to put up with the party slaying a whole tribe of sleeping ogres due to their smart use of spells and stealth. I didn't have one of the ogres suddenly awaken, and that was hard for me because I love me some giant-kin combat.
As for descriptions, I've been trying to provide more descriptions. I think I'm too bare-bones. Granted, some times it's worth skipping descriptions to keep pacing, but on the other hand, I'd like to at least set the scene so it's not just another dungeon room.
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Lord Dynel
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Yeah, I like handouts and stuff, too, but I only do it when necessary. It makes it more special, IMHO, if they get that mysterious letter or map. Sometimes, when necessary also, I will show aa picture of something they see in a dungeon - usually for traps or puzzles, or something else "hard to describe." Rarely, I even present them with a physical puzzle to solve (like the wooden ones that has ropes or metal rings) in order to get what they need from it.
Miniatures I do use, but not in any grid...merely to represent distance, bearing and the like.
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Miniatures I do use, but not in any grid...merely to represent distance, bearing and the like.
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I don't think miniatures are a total distraction, but they certainly can be. I use them all the time but not to follow some miniature combat rules as per 3e/4e. I use maps fully blown up to the 5 foot scale in full color as much as possible. I tend to have all sorts of props form letters fully sealed, even once I did a wax seal. I've done stuff with music and sounds (which sounds cheesy, I know...) and even have used the LCD TV for displaying pictures and such. My players tend to love it, but each group is different. My 2e group I play with don't like it so much.
I try to get into each character as much as possible, even the random ones, that way you keep your players guessing as to whom they should really pay attention to and who is just a red herring.
As for descriptions, I like to give a minimal description - no need to detail the color of the wax candles or the smell of the roast on the table - UNLESS it's important, but then again, sometime I do just to throw another red herring there way. It really depends on how much time I want to devote to that nights session. If we're squeezed for time, less is good.
The one thing I found interesting was one of my players would actually help me as I describe the scene. In one instance there was a fire at a local tavern that was not planned by me. In the chaos the player said 'So, we're in this town at night with no fire brigade, but there must be a horses watering place somewhere'.
I say... 'Umm... yes I suppose, but that won't help the guy in the window needing to jump'.
He sais 'Well then There is a wagon near by - yes?'.
I say 'Ummm.... sure, you look around and see one near by, actually that's where the horse is drinking water, but how are you going to get the water to the house and is it enough?'
He sais, 'Well I suppose there is some hay in the back - eh? I'll go get the wagon and direct the horse here so the guy can jump'
All that to say that I allow and encourage the players to assist in descriptions when ever possible. It's fun that way for them as well!
I try to get into each character as much as possible, even the random ones, that way you keep your players guessing as to whom they should really pay attention to and who is just a red herring.
As for descriptions, I like to give a minimal description - no need to detail the color of the wax candles or the smell of the roast on the table - UNLESS it's important, but then again, sometime I do just to throw another red herring there way. It really depends on how much time I want to devote to that nights session. If we're squeezed for time, less is good.
The one thing I found interesting was one of my players would actually help me as I describe the scene. In one instance there was a fire at a local tavern that was not planned by me. In the chaos the player said 'So, we're in this town at night with no fire brigade, but there must be a horses watering place somewhere'.
I say... 'Umm... yes I suppose, but that won't help the guy in the window needing to jump'.
He sais 'Well then There is a wagon near by - yes?'.
I say 'Ummm.... sure, you look around and see one near by, actually that's where the horse is drinking water, but how are you going to get the water to the house and is it enough?'
He sais, 'Well I suppose there is some hay in the back - eh? I'll go get the wagon and direct the horse here so the guy can jump'
All that to say that I allow and encourage the players to assist in descriptions when ever possible. It's fun that way for them as well!
When I run, I love to give detailed verbal descriptions of what the PC see as well as unique personalities for NPCs. For combat we generally use the basic minis and a map to draw out the current locale. Aside from that, I don't usually make use of any props or visual aids, though on rare occasion I might hand out a rolled up hand drawn map or something similar if I think the scene calls for one.
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clavis123 wrote:
I love to use visual aids and props, except for miniatures and a battlemat. I feel that miniatures take away from roleplaying and immersion by putting the player's eyes on a top-down representation in the middle of the table, rather than on each other and the DM. I also feel miniatures make combat much less realistic and exciting by removing the chaotic "fog of war" from fighting.
That is why I love MapTool. A battle map with fog of war. Ask my players, it changes the game when you can't see around a corner or your companion is out of sight.
nwelte1 wrote:
That is why I love MapTool. A battle map with fog of war. Ask my players, it changes the game when you can't see around a corner or your companion is out of sight.
I understand the problem with the lack of FOG OF WAR when you have a fullyu drawn map and using minis, which is why I tried using software to draw only parts of the map as needed, which is cool in theroy, but in practice I found it was too much for an already burdened DM.
I'm curious how you actually implmeneted it? Flat Screen? Projector?
Once I used invislbe ink on a map and would reveal the map as needed. Was quite cool.
- Frost
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In addition to a 4 ft x 8 ft, gridded, shower-board battle map, I use some scrap shower-board on a easel for a variety of things, such as rough overview maps of the dungeon as the party progresses, initiative order, etc. The overview maps are just rough and dirty maps that help the party visualize the dungeon as they go. I only draw out stuff on the battlemap for combats.
Battle Map
Easel in the background
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Battle Map
Easel in the background
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I like to use miniatures and dungeon tiles (the cardboard kind) to help keep track of where everyone is. But I don't lay down the tile around a corner or on the other side of a door unless the whole party can see it, or the PC up front describes it. If a PC goes into a room by themselves, I will take that player aside quickly and run it. During the encounter I will lay down dungeon dressings and monsters as the PCs discover them.
If a party encounters a major NPC, then I will act out the encounter with voices and acsents. Sometimes I really ham them up.
When I run my kids, I make monster and animal sounds too.
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If a party encounters a major NPC, then I will act out the encounter with voices and acsents. Sometimes I really ham them up.
When I run my kids, I make monster and animal sounds too.
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"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
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Lord Aladar
Warden of the Welk Wood
Baron of the Castles & Crusades Society
The Poster formerly known as Alwyn
Senior Gamer - Member of the Senior RPG Tour
"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
http://www.cncsociety.org/
Warden of the Welk Wood
Baron of the Castles & Crusades Society
The Poster formerly known as Alwyn
Senior Gamer - Member of the Senior RPG Tour
"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
http://www.cncsociety.org/