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	<title>Comments on: 3 Ways Game Masters Show, Don&#8217;t Tell</title>
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	<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/</link>
	<description>Expert tips and how-to&#039;s on every aspect of creating and running exceptional campaigns.</description>
	<lastBuildDate>Thu, 09 Feb 2012 16:45:22 +0000</lastBuildDate>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Sunday Six: 2010-05-02</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2669</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Sunday Six: 2010-05-02</dc:creator>
		<pubDate>Sun, 02 May 2010 18:30:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2669</guid>
		<description>[...] 3 Ways Game Masters Show, Don’t Tell  Show. Don&#8217;t Tell. I hate those three words. I hear them rarely from my critique group, but I get it often enough that it rankles my nerves. I have being told that I&#8217;ve missed the mark&#8230; even when I have. This is a great article on how GM&#8217;s can really spice up the environment the players are in. [...]</description>
		<content:encoded><![CDATA[<p>[...] 3 Ways Game Masters Show, Don’t Tell  Show. Don&#8217;t Tell. I hate those three words. I hear them rarely from my critique group, but I get it often enough that it rankles my nerves. I have being told that I&#8217;ve missed the mark&#8230; even when I have. This is a great article on how GM&#8217;s can really spice up the environment the players are in. [...]</p>
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		<title>By: Darren Miller</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2635</link>
		<dc:creator>Darren Miller</dc:creator>
		<pubDate>Wed, 28 Apr 2010 20:47:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2635</guid>
		<description>Excellent advice!

I&#039;ll add that I&#039;ve used a free Nexo (now Shutterfly) website to post photos of the grimy alley, te cop with a grudge, etc. It&#039;s easier since we mostly play modern games lately. We can also get a lot of the exposition out of the way on the website between sessions. Make actual sessions more active.

I do disagree on dice rolling though. Rolling dice can sometimes distract from the action. I&#039;ve has entire sessions without a single die being rolled. Like the above commente, players often have the most fun in these sessions. I&#039;ve run everything from tense investigation to cinematic chase scenes without dice.</description>
		<content:encoded><![CDATA[<p>Excellent advice!</p>
<p>I&#8217;ll add that I&#8217;ve used a free Nexo (now Shutterfly) website to post photos of the grimy alley, te cop with a grudge, etc. It&#8217;s easier since we mostly play modern games lately. We can also get a lot of the exposition out of the way on the website between sessions. Make actual sessions more active.</p>
<p>I do disagree on dice rolling though. Rolling dice can sometimes distract from the action. I&#8217;ve has entire sessions without a single die being rolled. Like the above commente, players often have the most fun in these sessions. I&#8217;ve run everything from tense investigation to cinematic chase scenes without dice.</p>
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		<title>By: Charisma</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2634</link>
		<dc:creator>Charisma</dc:creator>
		<pubDate>Wed, 28 Apr 2010 20:09:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2634</guid>
		<description>&quot;don&#039;t say no, don&#039;t say yes, say detail.&quot;

I love this.
.-= Charisma&#180;s last blog ..&lt;a href=&quot;http://stuffershack.com/rescuing-racel-steal-this-adventure/&quot;&gt;Rescuing Racel – Steal this Adventure&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>&#8220;don&#8217;t say no, don&#8217;t say yes, say detail.&#8221;</p>
<p>I love this.<br />
.-= Charisma&#180;s last blog ..<a href="http://stuffershack.com/rescuing-racel-steal-this-adventure/">Rescuing Racel – Steal this Adventure</a> =-.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2632</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Wed, 28 Apr 2010 04:21:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2632</guid>
		<description>If you want to make your players paranoid, occasionally ask them to roll for initiative during what seems to be obvious non-combat, such as walking down an alleyway or bargaining with a shopkeeper or street vendor. Then carry on with the non-combat encounter as though nothing had happened. The next time they enter combat, use the initiative numbers they rolled &quot;in advance&quot;...</description>
		<content:encoded><![CDATA[<p>If you want to make your players paranoid, occasionally ask them to roll for initiative during what seems to be obvious non-combat, such as walking down an alleyway or bargaining with a shopkeeper or street vendor. Then carry on with the non-combat encounter as though nothing had happened. The next time they enter combat, use the initiative numbers they rolled &#8220;in advance&#8221;&#8230;</p>
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		<title>By: Ronnie</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2631</link>
		<dc:creator>Ronnie</dc:creator>
		<pubDate>Tue, 27 Apr 2010 22:00:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2631</guid>
		<description>Beautiful article.  Thanks Johnn.  As a n00b DM, I have been looking to these posts frequently, and I feel you guys have helped me make a memorable game for everyone.  Keep up the good work!</description>
		<content:encoded><![CDATA[<p>Beautiful article.  Thanks Johnn.  As a n00b DM, I have been looking to these posts frequently, and I feel you guys have helped me make a memorable game for everyone.  Keep up the good work!</p>
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		<title>By: John Williams</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2630</link>
		<dc:creator>John Williams</dc:creator>
		<pubDate>Tue, 27 Apr 2010 20:01:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2630</guid>
		<description>Great post. I especially like the bonus tip. Sometimes nothing is as ominous as the DM saying &quot;roll for initiative&quot;.
.-= John Williams&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/ruleofthedice/~3/bzf_LM5G5Y4/sometimes-youve-just-got-to-laugh.html&quot;&gt;Sometimes You&#039;ve Just Got To Laugh&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Great post. I especially like the bonus tip. Sometimes nothing is as ominous as the DM saying &#8220;roll for initiative&#8221;.<br />
.-= John Williams&#180;s last blog ..<a href="http://feedproxy.google.com/~r/ruleofthedice/~3/bzf_LM5G5Y4/sometimes-youve-just-got-to-laugh.html">Sometimes You&#8217;ve Just Got To Laugh</a> =-.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2625</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 27 Apr 2010 14:50:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2625</guid>
		<description>@Geek Ken: That&#039;s what makes it so easy to overload your players with description, ie telling, not showing. If you try and relate everything that the players see and hear and taste and smell and, well, you get the point. Economy of description should fight a constant battle with ebullience in your descriptions; florid and poetic language for it&#039;s own sake is a no-no, which is what Johnn&#039;s article is all about.

One technique that I have used occasionally to good effect is to tailor what the characters see or hear according to more subconscious input from the other senses. Describing somebody&#039;s words as &quot;lavender-scented&quot; can take a little getting used to, but it can compress description remarkably, letting you convey impressions without additional time spent away from the action - or, more frequently, the interaction.

I would disagree with Johnn&#039;s final point, though - I&#039;ve once had a whole session go by that was nothing but dialogue between the PCs themselves, the PCs and the enemy, the PCs and NPCs. Not a dice was rolled (except at the very end) because everything was ROLE-played, but the players rated it one of the best sessions of the game for months). Die-rolling or its absence is not a measure of the level of interaction between campaign and players.</description>
		<content:encoded><![CDATA[<p>@Geek Ken: That&#8217;s what makes it so easy to overload your players with description, ie telling, not showing. If you try and relate everything that the players see and hear and taste and smell and, well, you get the point. Economy of description should fight a constant battle with ebullience in your descriptions; florid and poetic language for it&#8217;s own sake is a no-no, which is what Johnn&#8217;s article is all about.</p>
<p>One technique that I have used occasionally to good effect is to tailor what the characters see or hear according to more subconscious input from the other senses. Describing somebody&#8217;s words as &#8220;lavender-scented&#8221; can take a little getting used to, but it can compress description remarkably, letting you convey impressions without additional time spent away from the action &#8211; or, more frequently, the interaction.</p>
<p>I would disagree with Johnn&#8217;s final point, though &#8211; I&#8217;ve once had a whole session go by that was nothing but dialogue between the PCs themselves, the PCs and the enemy, the PCs and NPCs. Not a dice was rolled (except at the very end) because everything was ROLE-played, but the players rated it one of the best sessions of the game for months). Die-rolling or its absence is not a measure of the level of interaction between campaign and players.</p>
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		<title>By: Lugh</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2624</link>
		<dc:creator>Lugh</dc:creator>
		<pubDate>Tue, 27 Apr 2010 14:19:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2624</guid>
		<description>@Gerald - One of the easiest and simplest ways to encourage an active state is to add sounds to your descriptions.  I don&#039;t mean running a soundtrack from your iPod, but include half-heard conversation, sighing wind, tinkling chandeliers, etc.  Sound almost always implies motion, and therefore change.  Think about what is causing the sound, and you often have something the players can interact with.  It might just be a scurrying rat, or it might be a clue to a hidden passage.

Also, keep your descriptions very short, but as evocative as you can manage.  &quot;A dark, grimy alley&quot; is generally enough to paint the scene.  Noting the width, the presence of piles of refuse, and the strings of laundry hanging above takes too long.  Your players have already either tuned out, or latched onto one point (seemingly at random).  Pick one feature that you are ready to expand on, and leave the rest for after your players start interacting.

I&#039;m going to disagree with the bonus tip above.  It is very possible to have a long scene that is very interactive with few to no dice hitting the table.  This is especially true in both older editions of D&amp;D and the newer indie games, where declarations and questions have a power of their own.  Social interaction is the obvious case.  But, searching a room can be played out descriptively (i.e., dicelessly) as well.  So can just about anything but combat.  

The dice should only be rolled when either failure is just as interesting as success, or the outcome is guaranteed but the degree of success (or failure) is important.  Calling for rolls that don&#039;t mean anything doesn&#039;t actually make the scene more active.

It should actually be really easy to tell if the scene is active.  Are the players engaged?  If yes, it is active.  If no, it is not active.  It doesn&#039;t matter what hooks you set and what descriptions you use if the players aren&#039;t paying attention.  Find your players&#039; buttons and push them.  See what happens.  Try again, with variations.  Make notes of what produces very good and very bad reactions.
.-= Lugh&#180;s last blog ..&lt;a href=&quot;http://immagini-di-vita.com/2010/04/13/american-soldier-queensryche/&quot;&gt;“American Soldier” - Queensryche&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@Gerald &#8211; One of the easiest and simplest ways to encourage an active state is to add sounds to your descriptions.  I don&#8217;t mean running a soundtrack from your iPod, but include half-heard conversation, sighing wind, tinkling chandeliers, etc.  Sound almost always implies motion, and therefore change.  Think about what is causing the sound, and you often have something the players can interact with.  It might just be a scurrying rat, or it might be a clue to a hidden passage.</p>
<p>Also, keep your descriptions very short, but as evocative as you can manage.  &#8220;A dark, grimy alley&#8221; is generally enough to paint the scene.  Noting the width, the presence of piles of refuse, and the strings of laundry hanging above takes too long.  Your players have already either tuned out, or latched onto one point (seemingly at random).  Pick one feature that you are ready to expand on, and leave the rest for after your players start interacting.</p>
<p>I&#8217;m going to disagree with the bonus tip above.  It is very possible to have a long scene that is very interactive with few to no dice hitting the table.  This is especially true in both older editions of D&amp;D and the newer indie games, where declarations and questions have a power of their own.  Social interaction is the obvious case.  But, searching a room can be played out descriptively (i.e., dicelessly) as well.  So can just about anything but combat.  </p>
<p>The dice should only be rolled when either failure is just as interesting as success, or the outcome is guaranteed but the degree of success (or failure) is important.  Calling for rolls that don&#8217;t mean anything doesn&#8217;t actually make the scene more active.</p>
<p>It should actually be really easy to tell if the scene is active.  Are the players engaged?  If yes, it is active.  If no, it is not active.  It doesn&#8217;t matter what hooks you set and what descriptions you use if the players aren&#8217;t paying attention.  Find your players&#8217; buttons and push them.  See what happens.  Try again, with variations.  Make notes of what produces very good and very bad reactions.<br />
.-= Lugh&#180;s last blog ..<a href="http://immagini-di-vita.com/2010/04/13/american-soldier-queensryche/">“American Soldier” &#8211; Queensryche</a> =-.</p>
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		<title>By: Geek Ken</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2623</link>
		<dc:creator>Geek Ken</dc:creator>
		<pubDate>Tue, 27 Apr 2010 13:35:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2623</guid>
		<description>Great post. I&#039;d add another point like those that commented here (and something you eluded to in your post), details do wonders. A DM is the eyes, ears, nose, and hands of the world. They only see and interact as vivid as you describe things. If you attempt to make a living, dynamic world, usually they will follow suit and be more interactive with it.
.-= Geek Ken&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/GeekKen/~3/isDsIO0OGjg/deck-of-many-things-for-4e.html&quot;&gt;Deck of many things for 4E&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Great post. I&#8217;d add another point like those that commented here (and something you eluded to in your post), details do wonders. A DM is the eyes, ears, nose, and hands of the world. They only see and interact as vivid as you describe things. If you attempt to make a living, dynamic world, usually they will follow suit and be more interactive with it.<br />
.-= Geek Ken&#180;s last blog ..<a href="http://feedproxy.google.com/~r/GeekKen/~3/isDsIO0OGjg/deck-of-many-things-for-4e.html">Deck of many things for 4E</a> =-.</p>
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		<title>By: Josh</title>
		<link>http://www.campaignmastery.com/blog/3-ways-game-masters-show-dont-tell/comment-page-1/#comment-2622</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Tue, 27 Apr 2010 13:22:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1701#comment-2622</guid>
		<description>I&#039;ll agree with all of your points made, but 2 and 3 especially. I find NPCs to be the driving force of plot from the GM-side of things, and if the PCs don&#039;t care enough about the ones in your game then you may have some problems.
.-= Josh&#180;s last blog ..&lt;a href=&quot;http://nat-twenty.com/pathfinderrpg/intro/&quot;&gt;And So It Begins…&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll agree with all of your points made, but 2 and 3 especially. I find NPCs to be the driving force of plot from the GM-side of things, and if the PCs don&#8217;t care enough about the ones in your game then you may have some problems.<br />
.-= Josh&#180;s last blog ..<a href="http://nat-twenty.com/pathfinderrpg/intro/">And So It Begins…</a> =-.</p>
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