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  #1  
Old 06-30-2009, 01:00 AM
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#1: Creating Atmosphere through Memorable Scenes

http://www.rpg.net/columns/evilgmfun...mentals1.phtml

Summary:

Asking the right questions to make scenes memorable.

Go to the column for more information.
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  #2  
Old 06-30-2009, 09:45 AM
Arkelias Arkelias is offline
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Re: #1: Creating Atmosphere through Memorable Scenes

Welcome to the first installation of Evil GM Fundamentals. For those readers familiar with my Evil GM Tricks articles over on www.gamegrene.com you may be asking yourself 'where are the evil bits'?

Before you can learn the Ancient and Evil GM techniques you have to master the basics, which is why I've devoted the first few columns to them. Think of this column as the Karate Kid and you're Daniel-san waxing cars and painting fences.

The payoff is there though! In the coming months we'll cover more basic skills to running a good game. Once those are out of the way we'll get into the advanced tools that GMs can use to terrify and amaze their players.

Thanks for taking the time to read the article. Please let me know what you think!
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Old 06-30-2009, 10:42 AM
smascrns smascrns is offline
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Re: #1: Creating Atmosphere through Memorable Scenes

Quote:
You step inside and see a balding man with a large gut standing behind the bar. He looks up at you jovially as you enter the inn, "Welcome to the Angry Weasel."
I get your issues but I'm not convinced by your first example. Keeping in mind that the purpose of the encouter is to pass information to the PCs I see two possibilities here:

It's a straighforward situation to be handled fast and loose. The quoted passage is more than enough. Things will not go as intended only if the players mishandle the situation.

It's a more involved situation where getting the information is a challenge into itself. In this case, why start when the PCs step inside the inn? IMO it should start before that and in steps: When they get into the place where the inn is located; when they stop in front of the inn.
On the other hand, why provide so much info in one go as you propose in your enlarged description? Once, more I think all that data should be broken up into different steps in the scene. The GM should deliver the data incrementaly. Here goes an alternative:

(The PCs are standing outside of the inn, considering what to do)
"The strumming of a harp reaches your ears through the closed door while you read a sign above the door that says 'Angry Weasel'."

(The PCs step inside; the GM considers what will be the first thing they notice, and adjusts the data to the PCs personality: PC A likes food, PC B is always alert to danger, PC C is a warm fellow.)
"As you step into the common room of The Angry Weasel, the tang of beef stew washs over A. A brick fireplace fills the room with inviting warmth to the delight of C but casting strange shadows along the walls that raise an eybrow of suspicion in B."

(The GM makes a short break to see if there's any reaction on the part of the players, and then proceeds.)
"Barmaids weave between tightly packed tables, dodging the overeager hands of young nobles and wealthy merchants. Little plumes of smoke drift skyward to pool near the vaulted roof as patrons puff away on bone pipes."

(The GM makes a short break to see if there's any reaction on the part of the players, and then proceeds.)
"A bald man with too many chins and a fast smile calls out to you from behind the bar, "Welcome to the Angry Weasel, travelers. Find a seat and we'll be right with you."

I guess it all comes down to this: The point is not about creating atmosphere through memorable scenes, it's the other way around, it's about how to create memorable scenes through atmosphere. Atmosphere is build up, incrementaly, interactively. That's the challenge.

Anyway, keep it going, it's a solid concept for a column.
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Last edited by smascrns; 06-30-2009 at 10:44 AM..
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Old 06-30-2009, 01:50 PM
Arkelias Arkelias is offline
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Re: #1: Creating Atmosphere through Memorable Scenes

Thank you for the comment Sergio. Breaking down the presentation of information so that it doesn't occur in one paragraph is a good idea, and something I do in my own games. Spreading out detail will help you build atmosphere, and that can only help your game.

However, the point of the article is to help create those details to begin with. It's aimed at people who may not understand how to create them. What if you've never run a game and need to describe an inn for the first time? I presented a method for new GMs to do exactly that, and I feel its a viable one as I've used it for many years with great success.

You seem to have a great deal of experience which shows in your post, but for a new GM trying out their first game the idea of laying a scene itself is challenging. Keeping this method simple will make it easier when creating scenes of their own. You have to learn to walk before you learn to run.

This holds true for my choice of start point as well. I could have chosen to start outside the inn. I could even have chosen to start as the PCs are riding into town, and if I was running the game that would have been where the inn first appeared- as a building with a sign seen from a distance.

In a short article designed for new GMs its best to keep things simple. Complicated often goes hand in hand with intimidating, and I'm trying to avoid that. Does that make sense?

Anyway, thanks for the comment!
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Old 07-01-2009, 03:46 AM
smascrns smascrns is offline
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Re: #1: Creating Atmosphere through Memorable Scenes

It makes sense and, as you say, our two points are complementary, not incompatible. Still, I have an issue with the way you takled it, not in terms of content but in terms of form. You are prefectly right to point the need to collect a varied set of small details that enliven the scene, but how to deliver them to the players?

Since this was not your main point you just suggested (implicitly) that the GM should deliver the data in a compreensive narration. I'm not that happy with this. For it to be effective it requires the GM to be a good narrator, both in terms of his writting skills, and of his communication skills. Not every GM is good at that, so it may lead to a minute or two of game time where the players are subjected to a monotous (in tone) reading of a piece of purple prose (not what you wrote, mind you).

So, yes, pointing to the need to collect details is critical. But I hope you develop in future columns how to deliver those details in a way that's effective (in game plot terms) and entertaining (in atmosphere creation).
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Old 07-01-2009, 09:00 AM
Arkelias Arkelias is offline
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Re: #1: Creating Atmosphere through Memorable Scenes

It's definitely a very valid point, Sergio. It is something I tackle in further columns. Each one covers a fairly basic topic, but they build on each other. Next is creating characters, followed by the Illusion of Control.

The fourth column, the Suspension of Disbelief, is the one you're looking for. That will be the first one that weaves all the other elements into a comprehensive story.

Anyway, I really appreciate the feedback. Thanks Sergio!
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