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Reclaiming
the DM's Throne
Part
1: Description and When to Use It
This
is the first part of a series of articles regarding
the conflict of who is in charge, the rules
or the DM. The last couple of years' game products
would have us believe it's the rules. I
think otherwise.
In
the Dungeon Master's Guide, I attempted
to convey the point that description gives color
and flavor to otherwise drab mechanics. You
don't say, "The orc takes 5 points of damage,"
you say, "The sword bites into the orc's
shoulder, drawing dark blood and causing him
to yell like a madman."
But
everyone knows that, right?
There's
a bit more to it than just adding flavor, though.
Keep in mind that description is your tool to
help you stay in control of the game.
The
PCs face an orc hiding within an arrow loop.
When the player asks, "How much cover?"
or "How much of a penalty do I face?"
don't answer -- at least, not precisely. It's
the DM's job to worry about that stuff, not
the players'. Say, "You think it will be
a really tough shot" or "No ordinary
archer could hope to make the shot."
Ultimately,
it's you, the DM, not the rules, who are in
charge. You don't have to look up the rules
for cover if you don't want to (you might want
to, for consistency's sake, or to help you adjudicate).
Regardless, however, you don't have to tell
the players how you are adjudicating the situation
or applying the rules. They're playing a character,
so give them only information their characters
would have. Don't be purposefully stingy or
vague (that's annoying), but don't describe
things in game terms -- use description. Clear,
accurate description.
The
players don't need to know that the barbarian
they're fighting has the Cleave feat -- in fact,
they shouldn't know. Just describe the action,
including the use of the feat, in visceral terms.
This also helps avoid the game coming to a dead
stop as some player whines, "But Cleave
doesn't work that way!" Steering clear
of using game terms for description prevents
such a comment from ever coming up.
Sometimes,
you can get players in on the fun. They stop
using game terms as they describe their actions
as well (to a point -- keep in mind that game
terms are the game's language and you have
to communicate in that language to some degree).
As
an aside, don't overuse description either.
After a few rounds of combat, each and every
blow or action doesn't need full description.
You risk slowing things down if you do that.
Like a fiction author, keep the pace lively
by using brief descriptions and short sentences.
"The orc's sword hits the floor instead
of you" for a miss. "You inflict another
grievous wound," for a hit, or even just
an in-character groan and grimace from "the
orc" is enough.
Ultimately,
remember that game mechanics are the underpinnings
of the fictional reality, but they are not the
sum total of that reality.
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