![](http://photos1.blogger.com/blogger/1465/1962/320/tribe%20kids.jpg)
A good example: KTDARPG's current city meeting. Hundreds of kids crowded into a city hall building, and the concept of "freedom"--their personal freedoms--is on the line. As each player contributes to the scenario & it continues to grow, the scene taking place is becoming something incredibly visual.
As the meeting starts, there's a lot--and I mean a LOT--of conversation. By itself, dialogue can get boring as hell no matter how heated the debate. The scene only really starts coming to life when the details start to kick in. A window is broken. Someone takes off a coat because the room is getting warm. Someone else lights a cigarette, passes a flask, laughs. The kids are cold & hungry, so food is provided. Then there's one passage about how the room smells.
Sight, sound, taste, touch, smell...
As important as characters & dialogue are to a role-playing game, when you start to engage the reader's senses--when they can SEE the scene--you know you got something good. -Chyna
Photo source: copyright Cloud-9 "The Tribe"
No comments:
Post a Comment