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What sense do you evoke most often in describing things?

Started by Silverlion, November 08, 2006, 05:22:23 PM

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Silverlion

I know that man GM's and players describe how something look--I do that too, but I often in addition to that have ideas on sounds and smells, and will convey that to my players. Sounds play a big part of my description in face to face games, often me describing them at length out of visual distance, in the dark, to create tension, fear or simply flavor.

Some monsters for example have a consistent language sound--they may not readily translate to human speak, being gutteral primal communication but I still put it out there for the players to to pick up cues from. For example a creature might make a barking query--then an affirmative from another one, without being "Did you see meat?", "Yes I saw meat and it ran that way.."
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fonkaygarry

I tend to present my scenes as if reading from a movie script, that is, using visuals and audio almost exclusively.

Riffing off what I know or just plain lazy?  Only my players know for sure...
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beejazz

Hand-drawn illustration of baddies. Thorough grid map. The barest of verbal neccessities. All I have time for, considering my groups' size.

joewolz

I have a note card next to me with Sight, Smell, Sound, Touch and Taste written on it.

I use to put tick marks next to the senses, but now I just refer to the list to see what I'm neglected.

I use all five senses whenever possible, although I'll use just a few when I want the player's imagination to fill in the blanks (usually in a horror game).
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KenHR

One of my players pointed out to me a few years back that I rely almost solely on visuals to describe scenes and characters.  He was right; I try to be mindful of the other senses now, but I'm still primarily a visual person.

I might use joewolz' note card idea for the upcoming game (delayed YET ANOTHER week...le sigh).
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Bagpuss

Being honest sight, then sound. I work on the others but easily sight is most often used.
 

Sosthenes

Me man. Me know smell "pee" and "sizzling meat". So me use eyes and ears. Me players happy. Me players men, too.
 

David R

Sight, Sound, Smell, Touch, and Taste, are all important in my games. But here's the thing, I will use the sense which is the most appropiate and effective in contirbuting to the atmosphere I'm trying to establish and  which also cuts down on the time spent on describing things.

For instance, in a recent Hunter game, I relied heavily on the sense of smell to describe a cult's secret lab. The sterile antiseptic nature/vibe of the whole place contrasted nicely with the rank odour of  unwashed suburbanites kept in barbed wire cages.

Another example would be in the recent IHW adventure I ran. A ship to ship rescue in a hellish storm meant that the pcs could not really "see" what was going on but they could hear the angry outburst of the sea and the almost faint plaintive cries of crewmen dying in the distance.

Also the sense of touch and taste also played a part. Hands getting scraped on slippery rope - "the ocean, like a mischievious magician, winking as rope mysteriously disappears from hand" - and off course there is the salt water...:D

Regards,
David R