I think we're talking about two slightly different, but related, facets of the game here.
The DM knowing the setting they want to present in detail is useful. That helps them be consistent, and they don't need to scramble when the Characters start poking around the room and the Players start asking questions. However, even here, I really like the idea of the DM keeping things fluid and adaptable. Having those details pre-planned, but being willing to change up those details on the fly, in response to the context of the game - before those details are presented to the Players ( once the Characters "see" something, it's canon and locked into stone ) - is immensely powerful.
Reading a paragraph of box text at your Players is ... less good. Players have a tendency to glaze over and forget details when you "info dump" on them.
That's why I like the approach of giving them the bare minimum of detail needed so that everyone's imagined scene is consistent in the broad strokes ( I really like roughly sketching out a not-to-scale schematic of the room on my notepad and showing the Players ), and letting the imaginations of the Players do the rest of the work.
For insignificant details - what do the lamps look like? What color are the books? What is the design is the table? What is the rug design? - everyone is probably picturing them differently, but it doesn't matter, as it has no practical impact on the Characters' actions.
Agreed on the reading a text box. But sometimes, if there is a key plot point that it is critical to convey, I will prepare a box text, but then have one of the players read it. That way, at least one player is fully engaged. Much the same way, I have my players roll for weather each day on my homebrew chart.
I use OneNote and outline the adventure and in specific 'set pieces' I write up a detailed introduction description but for other areas, I'll just give a few keywords in my notes that I will translate to off the cuff and fill in any holes if I'm asked.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Agreed on the reading a text box. But sometimes, if there is a key plot point that it is critical to convey, I will prepare a box text, but then have one of the players read it. That way, at least one player is fully engaged. Much the same way, I have my players roll for weather each day on my homebrew chart.
I use OneNote and outline the adventure and in specific 'set pieces' I write up a detailed introduction description but for other areas, I'll just give a few keywords in my notes that I will translate to off the cuff and fill in any holes if I'm asked.