The best and easiest way to draw the Players into the
game world is with the words you use. The game mechanics often become the
language around the table. This puts the game system at the forefront and
the game world in a secondary position in the mind of both the players and
the GM. Some GM's are good at doing voices, some are given to theatrics
and act out the part of many of the encounters. These are good ideas, but
they often become parts on an empty stage. The thing that many GM's forget
is staging of the scene. I have developed a system to remind me as a GM
what needs to be said. I call this method the VFAST System
TM. VFAST TM stands for the five senses in order that most people will observe a
scene. Visual, Feeling, Audible, Smell, and
Taste make up the VFAST System TM. Sighted people
normally will take in what they see and feel first, then sounds and
smells, and finally taste. If you think about this it is true and if you
use the correct words, you can describe most scenes with one or two
sentences for each sense.
The country road in the spring on a sunny day
becomes....
You are walking down a narrow rutted cart path that is
dappled by the sunlight filtered through the budding branches of the trees
that threaten to take over the road one day. The cool breeze reminds you
that winter is not long past, but the warming of the sunshine on your back
makes you sweat under the heavy armor. The birds sing their songs of
courtship as small animals scurry around in the leaf litter beneath the
trees. The scent of the damp and decay of the woods is mixed on the breeze
with scents of early blooms and wood smoke from the nearby village that
you are approaching. The taste of the road dust along with the acidic
smell of the wood smoke makes you reach for your waterskin.
This same scene could be described differently to give
a different affect.
You are walking down a narrow rutted cart path that the
sunlight struggles to reach through the tangled mass of branches that
envelope over the road making a tunnel of shadows slowing your pace to
check your footing and avoid ruts and deeper holes that may be hiding in
the shadows. The chilled breeze sends a shiver down your back where you
sweated under your heavy armor when the sunlight did find a way through
the canopy. The birds hop about chirping an occasional warning as you trudge down the path,
small rodents make noises that defy their size as they dig in the rotting
dead leaves that cover the ground. The smell of the rot and decay assaults your
nose along with a strong smell of burnt wood coming from the direction of
the village that is suppose to be along this trail. Breathing through your
mouth to avoid the worse of the smells has left your mouth dry and tasting
of dust making you fumble for your water skin.
Both are the same scene, but with your words you have
create to different feelings. The Village at the end of the path could be
fine, or it could be gutted by fire from some unknown raider. This is true
regardless of which description was used. One will set the players at
ease, while the other will make them suspicious. As a GM there may be
times you want them on edge, when nothing is afoot and other times that
you want them relaxed so the impact of the next encounter is greater. The
words you choose you can manipulate the feelings of the Players and
influence their actions.
You do not need to do this for every room or every ten
feet of the trail, but if you get into the practice of describing their
approach to towns, a change in the terrain, the first room in a dungeon
, the cargo bay of the
derelict space ship, each severe change, etc... you will help them immerse themselves into the
world you have created.
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