rpg player

RPG Players Should Be Descriptive, But When?


rpg playersMake Character Actions Descriptive

“Umm… Since I can’t do anything else, I guess, I attack him.” Rolls dice. “Umm… A fourteen, that’s a hit.”

Ok, so we’ve all done this. I’m an offender as well. But, when written this way, it’s plain for everyone to see.

If you are not being descriptive when declaring your character’s actions, the game will be boring.

Some players have no problem with this and can almost go too far in this GM’s opinion. However, the worse sin is to be bland and boring when describing your actions.

While other players are acting, think of ways to enhance your descriptions.

“I step forward and bring my blade down in a powerful slash.” That’s better. “I pull the trigger of my Smith and Wesson, enjoying the click and boom.” Better.

Any bit of description you can add increases the game experience not only for yourself but for the others at the table as well.

Think about it this way. Your GM has created a compelling world. Your fellow players and you have created awesome characters. Why squander all of that creativity? Use it. Enhance it.

But, When Is the Best Time to Describe the Actions?

The advice above is really just one piece of describing character actions in entertaining ways. It was for players. Now comes the piece of advice for gamemasters.

Of course, you want your players to be engaged in the game and thinking and acting creatively. But when is the best time for players to give their characters’ actions flourish?

In a push to get your players to creatively describe their actions, you may be tempted to have them describe the action and then roll the dice.

This will fall completely and utterly flat.

Why? Because, the player will think of some awesome description. “Her grandfather’s sword feels like an extension of her arm as she brings it down in a powerful arc.” Then the player fails the roll.

The player will feel cheated of something incredible, whereas it should just be one miss in the combat. Coming up with the description has filled that action with meaning before it happened.

Don’t fall into this trap.

The Description Should Come after the Dice Roll

The solution is quite simple: Have the players describe the action after the dice have been rolled.

The benefits of this are twofold.

First, the player won’t be as invested in an action or won’t be tempted to imagine the result before the outcome is determined.

Second, it gives the player the satisfaction of impacting the world with his character’s actions. After all, a player can only interact with the game world through his character.

Help Pull Out Creativity

Encourage your players to be descriptive.

After the dice are rolled and there is a success or failure, ask the player to describe the result.

Resist the urge to describe the action yourself. You’ve had a tremendous impact on the world. Give your players a bit more.

If the result was a success, the flourish added should increase the awesomeness of the action.

If the result is a failure, the description could serve to add a comedic element or add drama to a dire situation.

Above all, have fun.