ZER01 wrote:
I was wondering if anyone else GM's in the sort of style that I do, where I try to rely on immersion and imagination entirely to paint the scene of whats going on. This I have learned can be very hit or miss. I choose not to use use map layouts and miniatures because for one, they all cost more money, and two, the more proxies you use, the more you deter from the feel of what is actually going on. I try to keep combat very, as I say "conceptual" letting players who charge headlong into melee know they are "engaged" by X amount of baddies, and those that are at a range casting spells or firing off arrows or what not are given a range of where the actual melee is taking place. I always hear suggestions to use a "whiteboard" but I find that combat can sometimes become more dull, and I end up feeling like John Madden drawing circles and X's and arrows and all that jazz and that tends to deter the whole "immersion" effect I go for...
Any suggestions to this style of GMing would be greatly appreciated.
Ah my good man; another convert. Let me say that with a little work you will find sessions with no map layouts and minis much more fulfilling; this being said however, you will find that a good topographical map even one hand drawn will give you a a whole lot of enjoyment and make your sessions based on imagination to be much more fun.
The key to success in a session based solely on imagination is the imagination of both you and the players. Think of reading a good book; if you can easily visualize the images being presented through the medium of words then you will have no trouble at all. If you have difficulty then it may present problems. In the latter case you may want to start small and simple, at least until you are used to this kind of thing.
Another point I want to touch upon is the idea that you will have to tone things down: In my experience this is complete rubbish. This is where imagination shines. Let the minds of the players take what you have mechanically informed them and visualize it the way they want; as long as it jibes with the mechanical presentation.
Combat is indeed where things get interesting. For this I say use your own seating arangement as a gauge. Your players are going to ask the invaribly astute question: "How far away am I from so-and-so?" You would then say: "Double the distance between us now..."