There are several threads in the forum about power gamers that you can read so I’ll leave that. It’s also a broad question that you probably need to specify a bit further (and perhaps separately) if you want to discuss it.
Instead of starting out with assigning set places for non-essential NPCs, I suggest you write down 20-30 names, each with a short sentence describing the person. Doing it on cards can be helpful. As you go along, you chose a card when you need it and add the profession etc that suits the situation. For example: “Edmonton Wanderleaf, a skinny half-elf with lank blonde hair, a vacant expression, and threadbare clothes that walks with a slight limp.” You pull it at when they approach a vendor of rare herbs in a town, so you note down who he is and where on the card, in case they seek him out again. Ahead of next session, add as many cards as you used last time so you always have a decent stack.
For towns you can do sort of the same, depending on if you want a prepared map or not. If you do, then write down similar short descriptions and note where each location is on the map. You can, however, prepare similar cards again and on the fly chose a fitting card and afterwards note down where it is. This way your stack of inns, for example, can be used in a town as well as a village. For example: “The Drunken Boar inn is a sturdy two story wooden building. In the large common room a number of boars heads adorn the walls. The windows are small and the inside is dark, even in the summer. A cellar houses casks of ale and food. Upstairs are eight small rooms for rent. The innkeeper and family also live upstairs. The staff sleeps in the kitchen.”
There’s no right way in terms of narration. I try to keep it relatively short, but colorful enough to give flavor to the surroundings. Remember that experiencing surroundings is more that just seeing. Hearing, smelling and sensing is important as well.While traveling, keeping the time frame in mind is relevant. Focus on the general impression based on that time frame. The shorter it is, the more detailed the narration (generally speaking). For example: traversing the countryside over a few days you can describe how farmland turns to hills covered in crops of trees and that the distant mountains grow larger. That a cold wind blows from the north, making those not used to the climate shiver. And that the blue sky of the first two days then turn cloudy and on the fourth morning a smell of snow is in the air.
Google writing techniques for describing places and things like that. There is WAY more info on writing than GMing, and frankly, for the most part its the same thing.
For example. One style is to list a bunch of nouns to paint the setting. "You enter the room, a broken chair, a bed, a night stand, a scroll, a body, and blood. Lots and lots of blood."
Another option: forgo physical descriptions and focus mostly on feelings along with a thing or two to tie it together. "The sleepy little hamlet seems to just be waking up, the warm air and the smell of hay fill your nose as you approach. curls of smoke rise from chimneys and cheerful conversations can be heard as people pass each other in the street."
The beauty of this is not having to provide actual descriptions while still being super descriptive. Player's can see whatever they want, it doesn't break your story, and you've conveyed a feeling.
Clearly some things require detailed descriptions, but I'd focus on what's important, the setting or the feeling. If they ask for more, then give them more, otherwise, if it isn't central to the scene, let some details ride.
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Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
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Hello everyone my name is Nixion35, and I need some help.
1st thing: I need help fleshing out my NPC’s/towns/ways to curb power gamers.
2nd: how should I go about narration for traveling/describing towns. (Along with point one.)
Any amount of help is needed.
Google writing techniques for describing places and things like that. There is WAY more info on writing than GMing, and frankly, for the most part its the same thing.
For example. One style is to list a bunch of nouns to paint the setting. "You enter the room, a broken chair, a bed, a night stand, a scroll, a body, and blood. Lots and lots of blood."
Another option: forgo physical descriptions and focus mostly on feelings along with a thing or two to tie it together. "The sleepy little hamlet seems to just be waking up, the warm air and the smell of hay fill your nose as you approach. curls of smoke rise from chimneys and cheerful conversations can be heard as people pass each other in the street."
The beauty of this is not having to provide actual descriptions while still being super descriptive. Player's can see whatever they want, it doesn't break your story, and you've conveyed a feeling.
Clearly some things require detailed descriptions, but I'd focus on what's important, the setting or the feeling. If they ask for more, then give them more, otherwise, if it isn't central to the scene, let some details ride.
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption