Less is More
As a referee I try hard not to over
describe. Allowing the imagination of players to "fill-in" details and
hypothesize and "go wild" is one of my goals. As a result I do a lot of
answering questions from my players. Verisimilitude and immersion are
two of my main goals in refereeing and I am of the opinion both are
easier to achieve when using the adage "less is more".
There is an
element of storytelling in all role-playing type games. I like to share
that task with my players, even while we are engaged in a game system
that predates an emphasis on narrative. White Box is so flexible that
inserting some narrative techniques borrowed from indie games has posed
no problem. Asking the players to describe certain things during the
game helps get them in the habit of imagining beyond the table action of
consulting their character sheet and rolling dice. I use maps and
miniatures very sparingly and mostly rely on "theater of the mind".
White
Box doesn't include a list of skills and prior to Supplement I there
aren't any mechanics for opening a lock or disarming a trap. I like to
have my players think through a situation, picture in their mind's eye,
describe how they search a room, disarm a trap or other tasks that can
become just a dice roll in later editions and other game systems. Fewer
rules can lead to greater player engagement and player skill
development.
Fewer monsters, shorter spell lists and fewer magic
items can mean each one takes on greater importance. I seldom mention a
monster by name, preferring to describe what the party sees, hears,
smells and feels. I do try to be consistent in my monster descriptions
so that players can know that what they have before them is the same as
what they encountered a while back. Often a familiar odor will announce a
monster's presence before they see or hear him. I think some
consistency is important to allow predictability and smart game
decisions. I like to define my milieu in part by what monsters are
commonly encountered and have given up using every monster in the book
for each campaign. I take the same approach to magic spells, making some
easy to acquire and others rare. Keeping the overall number of spells
small makes a "new" spell stand out and have special value to the
possessor of such rare knowledge. Each magic item I try to make unique,
by its history or abilities. That way I think each acquired "treasure"
seems more special and "magical". Magic items are not generally offered
for sale in my world.
When designing an area for adventure I try
to sketch out several possible avenues for the players to pursue rather
than detail out too much and hope I can wrangle the PCs into my plan. I
depend on them to pick a course of action, but provide some guidance.
This method requires more improvisation on my part as referee, but
allows greater freedom for the players and results in some surprises for
me. I generally start a campaign off with a general idea of what's
happening in the world and how things will progress without PC
intervention and then present the situation to the PCs and together we
find out how it all plays out.
Experience systems range from
simple to complex, but all reinforce certain behavior on the part of
PCs. White Box bases exp. on monetary gain, with a little extra for
killing monsters. I like a simple system that is easy for the PCs to
understand and for the referee to keep track of. Pay-outs can take many
forms and variety seems desirable. Piles of coin are nice and
adventurers will always be happy when they acquire such, but I find it
more interesting to mix up "mundane" treasure by replacing some coinage
with goods of equivalent value, such as carpets, vases, statues, and
other furnishings, books, maps and scrolls, incense, oils, spices and
other rare ingredients.
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