Quote:
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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."
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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.