| Mark Hoover |
Why is it that this is what's in my head as I'm GMing, but this is what my players hear? I try to be descriptive but I realize I'm too wordy. I try editing myself on paper then narrating, but it comes across as hokey. Maybe its my players, maybe its me, or maybe some combination. I know my players are having fun but is there a way to make the epic in your head consistently translate out loud?
| Darling_Rabbit |
Have you considered supplementing with pictures or really good miniatures?
My GM's often simply say, "you see this... <show terrifying picture of a gibbering mouther>. If we have an expert in <knowledge whatever>, more could be learned."
The other tactic I sometimes use is I have the narrator (me) tell a personal anecdote (either something that actually happened to a character I play or know with a monster of a similar type, or a made up folk tale) of how creepy, terrifying, or certain-deathy a given monster might be.
People process information really differently, and auditory learners are actually much rarer than visual learners. It may be that without visual input, the theater of the mind is simply not connecting for your players.
For a serious moment or series of moments in an adventure, I might also do things like light candles or incense, or play music or sound effects I've selected in advance (drippy sounds for a cave, feet on sand and stone for an abandoned ruin, it's easy enough to set up with a smart phone).
Small tricks like that contribute to a more robust experience for a player who might process information more emotionally in an olfactory or non-verbal way, too.
I'm a very new GM in Pathfinder, but I did a lot in the World of Darkness and Deadlands settings. So the tricks I'm suggesting might not port as well as I'd hope. My favorite GM's in Pathfinder Society are just really excellent at 'doing the voices' and acting out particular NPC's. Goblins are a favorite.
The theatrics of GM work are actually what I enjoy most about the enterprise. I'd love to watch this thread more, and see what others suggest!
Great question. (:3
Rabbit
| Mark Hoover |
Rabbity: I agree that theatrics are a good idea. I might not be able to employ them right now; we play in a public venue that precludes several of your excellent suggestions. However I really like your idea of pictures. I don't know if it's making things more epic but I do know that all my players were able to remember a couple NPCs that I made NPC cards for.
Basically I took a stock NPC portrait off the net, printed it, then placed that on a 3x5 index card. On the back I jotted some notes for myself about the NPC. This has gone a long way to jogging my players' memories between games of who they're talking to.
Thanks for your advice DR.
| rando1000 |
Props are good, but as far as verbal is concerned, some basic writing techniques will serve here as well. You need to focus on enough description without so much that you get that "hokey" feeling you're talking about. Think about your favorite writer. If you read his/her work out loud, it should not sound hokey. Try to model that style for pre-written descriptions.
Also, many peoples' voices sound silly to themselves, regardless of how they sound to others. Are you sure your players think it sounds hokey, or are you just judging that on your own?
| Darling_Rabbit |
The NPC cards make a LOT of sense. I have a ton of trouble keeping NPC's from a Skull & Shackles campaign straight in my head, and have considered drawing them all (I'm a face/feature person followed by a story person) and making writing down conversations my character Cassia has either had or overheard involving them to keep them all sorted. Simple notes don't do much for me, especially since a lot of that particular campaign is spoken-only.
Kinesthetic learners (like me) are likely to have the most difficult time, so the cards (or a sketch pad or moleskin) might really work for me as a /player/!
Great idea!
rabbit
| Nawtyit |
| 2 people marked this as a favorite. |
My only beef with GMs is when they describe everything in the room in minute details, they talk about how the air feels, the humidity, the tension, and THEN they say "Oh, and there's a big dragon too."
HOW THE HELL DID WE NOT SEE THE BIG DRAGON FIRST!?!
I do it now when I GM only because it's a running gag.
| Darling_Rabbit |
| 2 people marked this as a favorite. |
My only beef with GMs is when they describe everything in the room in minute details, they talk about how the air feels, the humidity, the tension, and THEN they say "Oh, and there's a big dragon too."
HOW THE HELL DID WE NOT SEE THE BIG DRAGON FIRST!?!
I do it now when I GM only because it's a running gag.
My favorite way to buck that trope is to act like I, as the narrator, am reacting in equal surprise to the presence of said dragon.
Example:
Players: "we break down the door"
Me: the door buckles under your weight and OH MY FREAKING GOLDEN TAP SHOES YOU GUYS THERE IS ABSOLUTELY A DRAGON IN HERE AND SHE LOOKS CHEESED AT YOU. The room is a broad expanse of thick stone and the floor is littered with bones and broken wayfinders. That would likely be startling if it weren't for the sulfur fumes and dripping acidic saliva that is pooling next to your shoe as the HOLY CARP DRAGON RIGHT IN YOUR FACE blinks her eye and prepares to annihilate you so thoroughly that it actually hurts your ancestors retroactively. Roll for initiative. Aim high. This is going to hurt.
| Haladir |
My only beef with GMs is when they describe everything in the room in minute details, they talk about how the air feels, the humidity, the tension, and THEN they say "Oh, and there's a big dragon too."
HOW THE HELL DID WE NOT SEE THE BIG DRAGON FIRST!?!
I do it now when I GM only because it's a running gag.
Well, it's generally considered good adventure design (for published modules) for the read-aloud boxed text NOT to refer to any creatures or NPCs that might be in the room... It's considered especially bad form to assume a particular reaction from an NPC/monster and write that into the box text.
That's because you can't assume that the monster is actually going to be there when the PCs enter: what if the alarm was raised? What if the PCs enter attack at night (or in broad daylight if the module assumes a nighttime raid?) What if the monster was attracted to the sounds of battle in an nearby area? What if the PCs sneak in or are invisible?
It's easiest for the publisher to write about the static elements of the room, and let the GM fill in the monster details. The problem is if the GM relies on first reading the box text, then ad-libs, "Oh, and the ten orcs that are also in there attack" at the end.
| Darling_Rabbit |
@Mark: I meant to ask what the age-range of your players was, and totally failed to do so!
My initial assumption was that they were in the adult range, but I recognize players can be much younger (and might find different story telling styles more appealing).
Also, out of curiosity, as a GM do you speak in the first person? Or are you a disembodied third person narrator? One of the parlor tricks I sometimes use is to speak in the first person, only to have the players find out at the boss battle: I'm that skeleton on the floor over there. "You enter the room where I died. I see you all for the first time, and it is like greeting friends I've never known. The foul monstrosity that flayed me alive and left me to die towers in the corner. I know you will avenge me." I've also GM'd in the voice of the boss monster, which can get downright creepy if creepy's what you go for. Pick a PC to 'possess' as your eyes and ears. It gives you a chance to foreshadow and otherwise play with their perception of their surroundings.
It can add an element of fun, it doesn't change the substance of the adventure, but it sure can change the flavor (especially for players who may have run a scenario before).
| prong999 |
Maybe your players really like Order of the Stick!
In my case, I have learned not to go too overboard with the descriptions because my players tend to tune it out. Either that, or they focus on a word like "sepulcher", and then I have to explain that it's like a tomb, and then they say "well why didn't you just say it was a tomb?" In the meantime, the mood and the immersion sort of fade...
| MattR1986 |
| 4 people marked this as a favorite. |
Why is it that this is what's in my head as I'm GMing, but this is what my players hear? I try to be descriptive but I realize I'm too wordy. I try editing myself on paper then narrating, but it comes across as hokey. Maybe its my players, maybe its me, or maybe some combination. I know my players are having fun but is there a way to make the epic in your head consistently translate out loud?
A few things:
1. It depends on the mood you set from the start of the campaign and the mood you set each game. If its all jokes and giggles for most of the games and then you go to the BBEG its not going to change. Its also little things like environment. You are in a public venue so this might not work for you right now, but consider it in the future: When I briefly ran Carrion Crown I closed all the windows, turned off excess lights and unscrewed 2/3 lightbulbs to create a dark mood. Was there still screwing around at times I wish they were more serious? Sure, but that was partly my fault for joking at times, partly their personality, and also if it's *serious face* all the time its a buzzkill like "you aren't taking your fun seriously!" so its not worth getting worked up about.
2. Setting description matters. Make sure you are always reinforcing the mood you are trying to portray. A BBEG in a bouncy castle isn't going to help create what you want. If its a dark scary cave make sure its part of your descriptions and ambience. Instead of just saying you see nothing on a perception check: "All you can see is your torch bouncing reflections off of the cold walls and pools of shadows flickering". Its not just a 20 foot hallway: "You walk further in through a narrow hallway, its starting to feel even colder as you get away from the entrance where the sun was setting as you entered". Make sure you're reinforcing.
3. As was said, pictures but also youtube and such. You can find really good ambience tracks of wind or birds or whatever.
4. They are playing a game. There is no immediate danger to their lives so its hard to create that tension. How do you do it? By doing mechanical things to their character to make them nervous. Your BBEGs nearly kill a PC. The haunt drains 5 con etc. If the big scary thing is all bark (description) and no bite then no one cares.
5: Edit: Matt T. Below made me remember another. Its not just WHAT you say its HOW you say it. If you read it off like cooking instructions it loses its impact. Work on how you describe things whether improvised or written down. Listening to audiobooks helps too as those people do it as professionals and can give you an idea of what to do.
These are the ones that immediately come to mind but I'm sure I'll have more later.
| Matt Thomason |
Why is it that this is what's in my head as I'm GMing, but this is what my players hear? I try to be descriptive but I realize I'm too wordy. I try editing myself on paper then narrating, but it comes across as hokey. Maybe its my players, maybe its me, or maybe some combination. I know my players are having fun but is there a way to make the epic in your head consistently translate out loud?
Well, the chances are that both artists drew something like the latter image when they were starting out, but one has since been practicing a heck of a lot longer than the other.
Practice, practice, practice :) Also, try writing scenes up away from the table, even try some short stories. Being creative is fun (and you can always delete the really bad attempts before anyone actually sees them :D)
Nobody expects (or if they do, they shouldn't) their GM to be narrating at a professional level. If they could, GMs would be narrating audiobooks and doing voiceovers for a living. Most of us can't achieve that level, any more than we can sculpt our own miniatures from scratch to represent NPCs.
| blahpers |
| 2 people marked this as a favorite. |
When I was a high school theatre student with terminal introvert syndrome (note: not a clinical definition), I learned how to pull this off:
Embrace the hokeyness.
Seriously. The moment you stop caring whether you look or sound like a fool is the moment you stop actually looking or sounding like a fool. You're at a table with friends playing "pretend". Get into the part!
| MattR1986 |
When I was a high school theatre student with terminal introvert syndrome (note: not a clinical definition), I learned how to pull this off:
Embrace the hokeyness.
Seriously. The moment you stop caring whether you look or sound like a fool is the moment you stop actually looking or sounding like a fool. You're at a table with friends playing "pretend". Get into the part!
There is another one I forgot. Yes, accept that YOU ARE A NERD. You are playing D&D, so there is no way around this. "Ya, but I pull mad chicks.." No, you're still a nerd. Might as well go all in and don't worry about embarrassing yourself by getting into your NPC roles. This one is one personally is tough for me to do as I'm not a bombastic guy, but its something I'm working on.
Avatar-1
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Embrace the hokeyness.
Seriously. The moment you stop caring whether you look or sound like a fool is the moment you stop actually looking or sounding like a fool. You're at a table with friends playing "pretend". Get into the part!
Yeah it's almost surprising how well players respond to you when you let go and embrace it like there's no tomorrow.
| Mark Hoover |
Thank you all for the kind advice so far! I'm pushing 40 and have been GMing now over 3 decades, so embracing the inner nerd is really a moot point. Also my players are early 30's to mid 40's with a few grognards, so there's my audience. I'm beginning to think it may be a lot to do with the venue. We play in a brightly lit games store while sometimes I have to shout across crowd noise.
Then again, it might just be that my players like OotS. Seriously; we just played the board game a week ago. Could be that my players have just been around the block enough that they are no longer impressed regardless of description or voice.
Something Rando said made a lot of sense. I do feel my voice is silly, but maybe because I'M hearing it. Anyway please keep the suggestions coming and I'll take it all in stride.
| MattR1986 |
| 1 person marked this as a favorite. |
Game stores really are a bad place to get into immersion. Unless its a store that's always empty and quiet you're dealing with the things you said: bright florescent lights, noisy people and endless distractions. Its hard to keep people roped in when you keep hearing someone yell over a Magic game or people keep getting up to go look at merchandise or to buy more cheetos. See if you can find a game store with a back room. They're relatively rare anymore but that or a house (even a small one) is almost always better than a store.
| Ashtathlon |
I hated running games in stores, to many distractions, to many backseat gms, giving sideline input..just was not worth it, although I did it for a buddy who opened a gamestore , and needed some inhouse games ran, but never again.
Barring playing at home and in person, some of the VTT have some pretty cool options.
Roll20 has a built in jukebox, that in addition to music can play background noises, ambiance (crackling fire, wind and rain..etc) and even has a built in search system for these.
I found a voice changer program, that works with the built in chat and camera system so I can alter my voice on the fly.
Also the Roll20 has some pretty cool fog of war and dynamic lighting options for the VTT, that makes setting up encounters and surprise pretty organic.
But I will always remember a summer when my group played d&d in a storm cellar, with candles and lanterns..that was pretty awesome..
| Laiho Vanallo |
| 1 person marked this as a favorite. |
Why is it that this is what's in my head as I'm GMing, but this is what my players hear? I try to be descriptive but I realize I'm too wordy. I try editing myself on paper then narrating, but it comes across as hokey. Maybe its my players, maybe its me, or maybe some combination. I know my players are having fun but is there a way to make the epic in your head consistently translate out loud?
Being descriptive helps! But it's not the key to convey the full might of a powerful CR encounter, you need a bit of method acting. Make your voice boom as you describe what is going on.
This is me when I introduce a red dragon:
"You can barely keep your PITIFUL MORTAL EYES open as the POWERFUL and MIGHTY wings of the scaled beast start gaining momentum. BURNING air and the nauseous smell of SULFUR grips at your throats. Please dear players roll a Will save versus a fear effect, as the ancient beast STARE DOWN AT THE FUTURE PILES OF ASHES THAT STAND BEFORE HIM."
Notice how I did not use the word dragon, or red. I make their mind race around a bit, filling the blanks. This give them the opportunity to freak out a bit! :D
Learn to improvise and not read text descriptions, these are great for rooms that need a lot of detail, feel free to add a few touches on the spot!
When write a dungeon room:
"The floor of this antechamber is composed of badly damaged white marble tiles, through darkness you are deducing that the room is about 30 feet in height, 50 in width and about 35 in length. There are sculpted marble columns (trapped) to the northern wall of the room"
Now here is me describing the dungeon room live:
"This room is was clearly some sort of entrance, each footstep you take carry a distinct "crystalline" crackling echo. You notice that the floor is mainly composed of broken up white marble plates and that the sheer weight of the heavily armored half-elf barbarian is causing even more damage to what would have been once upon a time a pristine and luxurious antechamber. Finely sculpted marble columns decorate the wall straight ahead of you. In the distance, the flickering-light of your torches reveal what could be semi-precious stone are ornamenting the columns"
If I want my players to go to a trap I try to make them go for the shiny things, I try to avoid numbers and room measurement unless a player ask for it. Notice how I incorporate an element of design of the room in a way that the player interacted, that make them feel more connected with their surrounding, make them remember that yes I am a 250 pound buffed up half-elf in a fullplate and that every steps I take are loud and powerful
My personal trick is to write my material and then let it sit for a while in the back burner of my mind, then I sometime practice it in the shower, my girlfriend think I am crazy mimicking dragon noises while I wash my armpits hahaha!
| jwes55 |
Whenever my players and I have different visual setups of the room/area, I default to what their visual setups are. After all, it's their world, I'm just GMing in it. I had a player in a hospital hallway say "I tear the fire extinguisher from the wall, fling it at the bad guy, and shoot it while it's in the air so it blows up", and I thought that was such a cool rendition of what was around them that I just went with it, but I did include a caveat, I had the shot pierce a hole in the CO2 cannister, which launched it in a straight line at the baddie and took it clear out the window at the end of the hall, and it turned what would've been a quick but violent altercation into a tense running battle that was far better than had actually visualized in the first place.
Whenever I thought it was going to crucial, I used to have a whiteboard so everyone was on the same page.
Pan
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Sorry Mark I caved in long ago. No matter how epic I wanted to make something the players just didnt bite on it. Since everything to them was so "meh" I gave up on homebrewing entirely too much work for me. Good thing Paizo makes awesome gaming material to help me out cause I wouldnt be running anything(D&D/PF at least) if they didnt. Change of venue would help a lot I think. My group doesnt even like playing boardgames at stores and we are close to awesome places like FFG event center.
TriOmegaZero
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| 2 people marked this as a favorite. |
blahpers wrote:Yeah it's almost surprising how well players respond to you when you let go and embrace it like there's no tomorrow.Embrace the hokeyness.
Seriously. The moment you stop caring whether you look or sound like a fool is the moment you stop actually looking or sounding like a fool. You're at a table with friends playing "pretend". Get into the part!
Hell yeah. First Steps III was worth it just for the sea captain that yelled at the ocean. The kids at Space City Con loved my squint-eyed raving. The fact that it was slot three and I was pretty loopy by that point really helped.
| ngc7293 |
One idea for the monsters if you have art of them but don't want to give away what exactly is there is to use Tracing Paper. You get the general outlines and teeth and other things that a general perception check might get and show that to players. (pre-draw this of coarse) Then once they have a better idea of what they are facing, you can show them the full color picture.
| Ellis Mirari |
| 3 people marked this as a favorite. |
Avatar-1 wrote:Hell yeah. First Steps III was worth it just for the sea captain that yelled at the ocean. The kids at Space City Con loved my squint-eyed raving. The fact that it was slot three and I was pretty loopy by that point really helped.blahpers wrote:Yeah it's almost surprising how well players respond to you when you let go and embrace it like there's no tomorrow.Embrace the hokeyness.
Seriously. The moment you stop caring whether you look or sound like a fool is the moment you stop actually looking or sounding like a fool. You're at a table with friends playing "pretend". Get into the part!
I agree. I like to run "serious" games with "serious" stories, but there are times at the table when the best thing to say is simply:
"You kick down the door and it's a mother f*ckin' DRAGON.
*rolls initiative as hard as possible against the GM screen*
| Calex |
One idea for the monsters if you have art of them but don't want to give away what exactly is there is to use Tracing Paper. You get the general outlines and teeth and other things that a general perception check might get and show that to players. (pre-draw this of coarse) Then once they have a better idea of what they are facing, you can show them the full color picture.
Just do an image google search for a lot of the more generic monsters. A buddy of mine just did that for some elementals, for example. (He was looking for them for another, non-rpg project.) Not only were they cool pics, but they were different enough to make even someone who would know the beastiary pics need to roll to ID them.
DiceHoarder
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More so than anything, you need to know your group.
Some groups are almost always attentive and love to be narrated to by the GM.
Others are more rambunctious and prefer saying goofy jokes and snappy comments.
Some players don't want to miss anything crucial just in case a challenge later requires it.
Another group might just want to learn about the world and not miss anything in the campaign.
Yet another group might have an entirely different reaction.
Learn what your group enjoys and what each individual wants to see from a game; it's best done with practice and keeping a keen eye towards the players. But most importantly asking yourself a few questions. What makes them happy? When do they seem the most involved during your games? What do they seem to really enjoy about your games? Find out what those things are (preferably in play) and focus on those when you narrate, your players will appreciate it. I guarantee it.
| Rynjin |
| 1 person marked this as a favorite. |
TriOmegaZero wrote:Avatar-1 wrote:Hell yeah. First Steps III was worth it just for the sea captain that yelled at the ocean. The kids at Space City Con loved my squint-eyed raving. The fact that it was slot three and I was pretty loopy by that point really helped.blahpers wrote:Yeah it's almost surprising how well players respond to you when you let go and embrace it like there's no tomorrow.Embrace the hokeyness.
Seriously. The moment you stop caring whether you look or sound like a fool is the moment you stop actually looking or sounding like a fool. You're at a table with friends playing "pretend". Get into the part!
I agree. I like to run "serious" games with "serious" stories, but there are times at the table when the best thing to say is simply:
"You kick down the door and it's a mother f*ckin' DRAGON.
*rolls initiative as hard as possible against the GM screen*
Improved.
| Mark Hoover |
Md: I'll give you 2 rooms from a recent adventure. One room worked for the guys, the other kinda fizzled. The complex was a cursed tomb that the PCs needed to explore to find an amulet.
Preparation Chamber
The door opens into a cold, damp chamber. The air here is rancid and foul, causing you to gag as bile rises in the back of your throats. In the room are two limestone slabs standing roughly waist high beside a circular grate of corroded iron in the floor. The once ornate metal is now rusted and broken. Overhead a great timber beam strains to the point of bowing to hold back the sagging roof; already many chunks of rock and earth have spilled into the room. Stone shelves cut into the walls hold broken pots, urns and vials. From the depths of the darkened pit beneath the grate there is a sloshing, sucking sound.
The Grand Mortuary
This huge double-chambered hall has fallen into disrepair. Massive timbers that once supported the roof have toppled lying strewn amid piles of broken flagstone like discarded toys. The center of the floor is a mosaic though the enamel is chipped and worn with age. It is clear that runic script was etched into the outer border. The interior diamond and square pattern is made up of alternating slate tiles of olive drab and a dull, rusty hue. In the center of the mosaic a cross of solid iron is embedded in the floor. The twin antechambers of the hall are much larger than your light can fill and the walls are encrusted with macabre ossuary designs made from thousands of skulls and bones.
So the first one was toward the beginning of the night, the other came at the end. The preparation chamber they enjoyed and got into; there was a zombie otyugh in the pit that got a good hold of one PC but the party used their skills as a team to figure out how to collapse the room. The guy that was grappled barely escaped the collapse zone and took minor damage. All in all a fun and exciting room where my players really seemed to understand the epicness.
The grand mortuary by contrast was still fun, but in a much sillier and slapstick kind of way. There were kobolds and a kobold adept 3 hiding amid the rubble. I had a visual of the floor mosaic hand drawn but it was colored in crayon so might have looked less than epic. The players moved into the room, used dancing lights to illuminate the whole place, and I took a couple minutes drawing out everything. A couple perception checks later they attacked the kobolds. The adept leapt out from hiding, did some nearly-lethal damage to the cleric while the paladin who was merely singed took it as an insult to his faith that this creature had charred his holy vestments. He promptly smited and took the BBEG of this zone out with one swing.
All in all the adventure these came from ended up a mixed bag. On the one hand the players had a lot of fun and a few of the encounters really seemed to register with them. Others however just became silly or mediocre in their pathos. I did get an unsolicited compliment out of one player for the adventure so I'm certain they had a good time so maybe I'm being too hard on myself. Do other GMs have games like this, where the overall adventure is fun but some of their encounters are engaging and others are just silly or uninspiring?
| Muad'Dib |
I'm not going to lie to you Mark. Both of those descriptions are fantastic!
Maybe you caught them at a goofy moment.
Visual aids are a mixed bag. You can break immersion by passing around a picture. You are a good writer so put your trust in the pen.
I like to add an element to most descriptions that warrant some sort or further exploration and or skill check. When a player bites on that skill check the mystery of the room deepens and it holds everyone's attention a bit more on your description.
For instance the mosaic on the floor, maybe it forms a heraldry or a religious symbol? This allows the player to use a skill drawing him further into your imagination.
You have lucky players Mark.
-MD
| MattR1986 |
The context of how the descriptions were read are likely more important than the descriptions themselves. IF it was a goofy day that's how it rolled.
Another thing I forgot to mention is gratuitous darkness or gore just leads to it becoming laughable. Think of those ridiculous horror movies that after awhile just become funny.
Case and point:
If you overdo it, it loses its impact.
| DungeonmasterCal |
I believe, like with any skill, it just takes practice. My pride and joy as a DM/GM is my ability to describe a situation or set a scene. I once had players at another table applaud my description of a black dragon rising from the fetid waters in an ancient, cursed swamp.
My weakness comes from throwing the same old cliche'd adventures at them. If I had your gift for coming up with adventure hooks I'd rule the world! (insert echoes here).
But seriously, just keep trying at it. You'll find a happy medium soon. Just try some ideas out on your players when not "in game mode" and get their feedback--too wordy? Not wordy enough? Does it need different words than the ones you used? Keep a thesaurus handy as you practice. And of course write them down. Have a friend you trust read and edit them. You can do eeeeet!