ARCHIVED TOPIC:
[ DMs Only ]
DATE: October 9, 2003

Reclaiming the DM's Throne

Part 1: Description and When to Use It

Illus. Stan!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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