BETTER GAME-MASTERING

	Effective Encounter
	Descriptions

	by David M Girardot

	Design Prototype
	Cognitive Design Project
	7 December, 1993
	Updated: 17 March, 1996
	email: dmg@epix.net
	
Notice:  This file is copyright 1993,1996 David M. Girardot.  All Rights Reserved.  You have the right to print out a copy for your own use.  Further distribution, in any form, without the express permission of the author is expressly forbidden.  If you would like to distribute this file, please contact me via email at maybe we can work something out.

This work was inspired by portions of Frank Chadwick's Space:1889, to whom the author is indebted and will glady buy him a beer (or low-calorie soft-drink) next time they meet.  Space:1889 is Copyright (c) 1988 GDW, Inc.

	

	Introduction

The job of a Game-Master, or GM, is never easy.  But then, you probably know that already.  Well, there is help and you are holding it in your hands.

This is a self-instruction package.  In a sense, it is an adventure somewhat like the Role-Playing Game (RPG) adventures you're used to already.  You play the role of yourself, and this package will take you on a journey that will help make you a better GM.

YAN: (Yet Another Note)  This prototype was originally created for a class.  There seemed to be an interest so I’m making it available (but please see copyright notice on prior page.)  I’m not charging any money for this because A) I’m not sure I could get any money for it, and B) it’s high time I gave something back to the ‘Net community that’s given me so much over the years.  If you find this lesson useful I would be happy to hear about it.  You can reach me via Internet E-mail at dmg@epix.net.

This package will require about fifteen to forty-five minutes of your time.  But more importantly, it requires your concentration and your imagination.

Think about it: when, as GM, you create an adventure for your players, you are aware of all the behind-the-scenes information -- but they are not.  The players in the adventure just need to concentrate on imagining themselves in their roles, in the adventure created for them by the GM.

The same sort of thing needs to happen here.  So just kick back and relax, and come on a little journey...

Your Role

Routine can get a bit boring after a while, you know?  So today, after you finished work or classes or whatever responsibilities you have, you decide to treat yourself.

Besides, it's Friday night.

An Adventure at the Kinema

You are looking at a multiplex movie theater.  

There is an electric sign on the front of the building that gives the name of the building, "Triplex Cinema" but the sign has become damaged so it reads: "Triplex Kinema."  

The cinema has a special deal with a motion-picture company and so the company's trademark, the letter 'U' is all over the front of the building.

GOT IT?

Let's make sure that you've got this.  Believe me, it is important.  Now then, just go ahead and describe out loud, in your own words, what the outside of this building is like.  Don't worry about repeating exactly what you read, just try and give back the main facts.  

Then take a look underneath the flap below and compare the description there to the one you stated out loud.  

The Kinema Triplex cinema.  It is a multiplex cinema.  The building face is covered with a bunch of 'U's.

If you covered all the bases in your description then pat yourself on the back, you're doing fine.  You can go ahead on to the rest of the lesson. (Turn the page)   

Otherwise...

It might help to try and really picture this place in your mind.  Imagine this big movie theater.  Got it.  Okay, the only tricky part is the title ... it's cinema miss-spelled ... Kinema.  It's a Triplex.  Just recall that it has three theaters.  Now, there are all these 'U's all over the building.  Great big letter 'U's are painted all over the front.  

Can you picture this?  Great.  Now close your eyes and describe the building again.  What kind of building is it?  What is its name?  Is there anything odd about it?

Go ahead an compare your answer to the flap again.  My guess is that you've got it now.  You can go on to the next page.

You go inside the cinema and find yourself in the Lobby.

The lobby is a wide rectangular room.  Behind you is the door you came in.  Directly to the right is a gallery of posters.  Directly to the left is the Snack Bar area.  Directly ahead are the entrances to the three theaters.

HELPFUL HINT

Keep trying to visualize this building in your mind.  It's going to be a little strange, but hey that's ok.  Try and imagine an overhead view of the building.  You know all about the outside of the building already, so let's concentrate on the inside.  Imagine as if you are looking at the building from a bird's-eye view.  Strip off the ceiling.  Now you can see the layout of the building inside.

First, locate the entrance.  Imagine it on the bottom side for simplicities sake.  There's a door there.  Right after the door is a pretty big lobby, taking up most of the bottom half of the building.  To the left of the lobby is the Snack Bar area, over in the corner.  It probably takes up less than one-fourth the building's area.  It's not real important how big it is.

Got this so far?

Now, the top half of the structure contains the three theaters.  So just imagine it divided into three areas.

Now you have the five locations of the building all laid out: the lobby, the Snack Bar, theater 1, theater 2, and theater 3.  No problem.

I'll give you another hint ... you can even make a little map on scratch paper if you find that helpful.  But basically this little mental "map" should suffice as we continue our tour of this Kinema Triplex...

The lobby is criss-crossed with velvet-ropes that mark the various paths to the Snack Bar and theaters.  You know this because, at the entrance to each path is a little sign that describes the destination.  There are signs that say, "To the front door," "To the theaters," and "To the Snack Bar."  You think, "Gee, for all this planning, I wonder where the bathroom is?"  You realize there isn't a sign for the bathrooms.  The cinema owner must have forgotten to include one, so if you needed to go to the bathroom, you'd have to ask directions.

You examine the gallery of posters to your right.  This is the same sort of gallery you might find in the lobby of any cinema, except you realize that the posters are a little odd.  The posters do not contain pictures, just words.  Each coming attraction poster lists a movie title, it's director, and a short one-sentence blurb about the movie.

GOT IT?

Let's make sure that you've got this.  Go ahead and describe out loud, in your own words, what the image is like.  Don't worry about repeating exactly what you read, just try and give back the main facts.  

Then take a look underneath the flap below and compare the description there to the one you stated out loud.  

The lobby.  There are a lot of velvet-ropes and signs leading to the other locations.  There is also a gallery to the right with coming attractions posters.  The odd thing about the posters is that they contain only words, and not pictures.

If you covered all the bases in your description then pat yourself on the back, you're doing fine.  You can go ahead on to the rest of the lesson. (Turn the page)   

Otherwise...

The key to all of this is picturing everything in your mind.  This lobby is like most movie-theater lobbies ... it's got those silly velvet-rope things and a gallery of coming attractions posters.  But what's odd about them?  Why do the posters only have words, and no pictures?  There's so many ropes and signs ... but where's the bathroom?

Just try to picture this lobby as it's described in your mind.  Imagine that you walk in and the first thing you notice are the ropes and the signs.  Gee, you think, a control-freak must have built this -- and they forgot about the bathroom!  Then you look over on your right and notice those crazy posters ... just words!

Now close your eyes and try and describe this image out loud.  Saying it out loud will help you to remember.  Don't worry about adding your own personalization to the thing.  Hey, you can even embellish, but don't lose the two main points: the ropes/signs and the posters.

Then go ahead on to the next page.

You step to your left, leaving the lobby and entering the Snack Bar area.  The Snack Bar consists of a long, high counter stocked with all kinds of goodies.  Behind the counter are all the concessions machines: soda fountains, popcorn poppers, and so forth.  

There is a small sign on the counter which reads "All Treats 5 cents".  

This is a relief, since you didn't bring much money.  At that price, you should be able to get quite a lot of treats.  But you'll never be able to carry more than a few things into the theater.  You pick out some popcorn, some soda, and a candy bar and leave it at that.

GOT IT?

Does the snack-bar description make you hungry?  Maybe not.  It might help to really imagine that popcorn smell, to really hear the pour and fizzle of the ice cold drinks, to see all the colorful candies on display.  Start to form a solid image in your mind and when you've got it, go ahead and repeat it out loud.

Describe out loud, in your own words, what the image is like.  Don't worry about repeating exactly what you read, just try and give back the main facts.  

Then take a look underneath the flap below and compare the description there to the one you stated out loud.  

The Snack Bar.  There are lots of great treats here, and they all only cost 5 cents.  But remember not to take more than you can comfortably carry!

If you covered all the bases in your description then pat yourself on the back, you're doing fine.  You can go ahead on to the rest of the lesson. (Turn the page)   

Otherwise...

The Snack Bar image itself is pretty easy.  The tricky part is what you do when you are there.  Just imagine what it would be like if you stepped up to the counter and saw a sign that said that refreshments were only a nickel!  As opposed to the highway robbery prices movie theaters normally charge, such prices would be heaven, right?  You'd probably buy out their stock ... maybe.  The point is that it would be easy to get more treats than you bargained for ... and probably would drop half of them before you made the theater.

From the Snack Bar, you go right, and then continue forwards past the lobby to the three theaters.  The theater entrances are arrayed in front of you.  The theaters are numbered 1, 2, and 3.

You walk into theater 1 first.  It is very dark inside, and damp.  Actually, you realize that this is not a theater at all.  You have somehow been transported to a cave!  Inside the cave with you are three nasty looking devils.  One of the devils looks especially mean, he is huge and muscular.  He gives a bellow, catching your attention, and then runs up and hits you!  

Seeing the success of their big brother, the other two little devils run up and start hitting you.  You don't want to take much of that, so you manage to escape out of the cave.

GOT IT?

Let's make sure that you've got this.  Go ahead and describe out loud, in your own words, what the image is like.  Don't worry about repeating exactly what you read, just try and give back the main facts.  

Then take a look underneath the flap below and compare the description there to the one you stated outloud.  

Theater 1.  There is a cave in here, with three devils.  The big strong one hits you first, and then the others follow suit.

If you covered all the bases in your description then pat yourself on the back, you're doing fine.  You can go ahead on to the rest of the lesson. (Turn the page)   

Otherwise...

There really isn't much two this scene.  Don't let all the action fool you, because basically there is just two things that happen.  First of all, the big devil hits you -- and then the rest of them take their turns.   That's really the important bit about this scene ... if you have that part down you are in business.  It makes sense, too.  Isn't it always the big guy who wants to hit you?  It's okay, you have a good lawyer...

Now close your eyes and try and describe this image out loud.  Saying it out loud will help you to remember.  Don't worry about adding your own personalization to the thing, but don't lose the main points.

Then go ahead on to the next page.

You step out of theater 1 with a relief.  Nothing to do but enter theater 2, in the middle.  You step through the entrance.

This theater is dark too.  A foreboding figure approaches out of the darkness.  It is Clint Eastwood!  He is dressed in his Dirty Harry guise, and he does not look happy.  He starts reaching into his trenchcoat as he voices his famous line: "Go ahead, punk.  Make ... My ... Day".

You let out a frightened scream and throw your hands up to protect yourself but Clint only pulls out a notepad and a pen.  He asks you for your autograph.  Sheepishly, you oblige and leave the theater.

GOT IT?

Boy did you misread Clint!  You probably thought you were in big trouble, eh?  Ok, ok, I realize this is just a little story.  But can you tell me what happened in theater 2?  Just say it out loud, as best you can.

Then take a look underneath the flap below and compare the description there to the one you stated outloud.  

Theater 2.  Clint Eastwood is here.  At first you think he is going to really make your day, but it turns out he only wants your autograph.  

You probably got this one right off.  But if you missed something, that's ok too.  Just concentrate on the feeling of fear.  I mean, Clint is a pretty tough guy -- the sort that, when they say "jump" you say "what bridge?"  How were you supposed to know he just wanted and autograph, I mean, he called you "punk" didn't he?  

Is it all coming back to you now?  Give another try at describing what occurred, this time concentrating on that feeling of fear, followed by embarrassment.

Then go ahead on to the next page.

You exit theater 2 and immediately enter theater 3, hoping that your experience there will be less embarrassing.  But as soon as you walk through the entrance you realize something is wrong.  You find yourself outside the Kinema Triplex again.  Somehow the entrance to theater 3 has exited you from the building!  Standing there with you is a short gentleman dressed like a businessman.  He is holding a package.  He introduces himself as the owner of the Kinema Triplex and thanks you for coming.  He hands you the package and walks away.

Inside the package is a vest.  The kind that goes with a suit and tie.  It has writing on the back, which you read: "I went to the Kinema Triplex and all I got was this lousy vest".  

GOT IT?

Let's make sure that you've got this.  Go ahead and describe out loud, in your own words, what the image is like.  Don't worry about repeating exactly what you read, just try and give back the main facts.  

Then take a look underneath the flap below and compare the description there to the one you stated outloud.  

Theater 3.  This area teleports you out of the whole place.  The owner meets you and gives you a stupid vest.

Okay, so this one was pretty easy.  In fact, the most important thing to remember was that you got that vest, at last.  Just imagine your chagrin as you stood there, holding the vest.  Talk about disappointments!  

The fact is now I want you to put it all together for me.  You've got this far, which means you know this stuff cold.  Just go ahead and describe quickly, the whole building and the places inside.

Don't just sit there and try to remember everything ... start with the easy stuff, like the outside of the building.  Use that "map" you made in your mind before.  Mentally "visit" all the locations and "look" at their contents and describe the scene that occurs there.  Just concentrate on one area at a time, and take as much time as you need.  

After you've done it once, try it again.  Each time you do this it will come out smoother.  But believe me, it will come out.  It becomes a lot easier if you imagine yourself walking through the building and just describe what you see and do on your "journey."

MORE HELP

This page is in case you need some extra help.  Think of it as some added hints to help you recall the building and its contents.  If you have the thing down pat then go ahead and skip ahead to the page after this one.  

Here are a series of questions to help jog your memory about the building.  Believe it or not, all the information is in your head.  We just need to get it out.  Just try and answer the questions below, as you do, keep trying to produce the whole description I asked you for on the previous page.  

What kind of building is it?

What is the name of the building?

What does it look like?

How many areas, or movies are in it?

What's the first area you enter, inside?

Is there anything out of the ordinary in this location?

What's the next location like?

After you have worked through the questions as much as you feel is necessary, try to build the description without them.  Just relax, close your eyes, and imagine the description as you "journey" through the building.  The important thing to remember is not to try to recall too much at once, and not to pressure yourself. 

	"But,

	What does

	it all

	mean?!"

You have just learned the techniques a GM uses to create effective encounter descriptions.

Don't believe me?  Well, let's take a look.

First, remember the Kinema Triplex?  Well, think of it as a metaphor for what an effective encounter description is like.  Let's examine what we've learned and what it means.

The location is a cinema because the cinema is a place where we go to be transported into the imagination.  This cinema is a "cinema" because it places emphasis upon action: kinema is to kinematic which means action.

The "U" is all over the place because an effective description puts the emphasis on "you."  An effective description describes by way of how something looks, sounds, smells, feels like, or tastes to you.

Now then, this cinema has five locations, if you will recall.  Each location helps you remember one of the 5 major areas of how to make an effective encounter description.  Let's go through your knowledge of each of the five locations and find out what you've really learned...

The first location was the lobby.  A logical place to start.  The velvet-ropes and the signs illustrate that in an encounter description, a GM should present only the obvious impressions.  The directions to the bathrooms is not included, you would have to ask for them.  Likewise, a GM should only present first impressions in an encounter description and leave it up to the players to ask for details.

These posters are a reminder to never over-detail a description, but to stick to first impressions only.  These posters contain only the bare-bones (but essential) information about the movies, with no extraneous information.

The second location was the Snack Bar.  Remember that sign?  The sign reminds us to try and use all of the five senses.  ("5 cents").  A description will be flat and lifeless if it sticks to only sight and sound.  To be realistic it must make an attempt to use the other three senses as well.

You realized at the Snack Bar counter that loading up with everything would be impossible.  Likewise, in an encounter description, while a wide variety of sensory description is desirable, it is important not to go overboard.  Recall what you learned in the lobby, to stick to the most important details.

The third location is theater 1, which turned out to be a cave.  The inhabitants of the cave in theater 1 are not really devils, but imps.  The fact that the biggest and strongest imp came up and hit you illustrates an important technique in encounter descriptions: the strongest impression should hit you first.  That is, start a description with the strongest sensory impression.

The impact of the first impression in an encounter description sets the stage for the rest of the impressions.  Likewise, after the strong imp has had his fun, the rest of the imps can jump in and get their licks in.

The fourth location is theater 2, where you got to meet Clint Eastwood.  The first impression with Clint is definitely one of suspense.  There is probably no question in your mind that he doesn't mean well.  This occurrence reminds you that, in an encounter description, nothing attracts player interest like a hint (or a Clint) of danger.  No encounter will be without some element of danger, and a suspenseful hint will add life to the description.

The encounter with Clint turns out for the best because in an encounter description, the hint of danger cannot be immediately life-threatening or it will command the player's attention as the focus for the encounter.  You are using a hint of danger to add spice to a description, not to command the entire attention of the encounter.

The last location is theater 3, which turns out to be a kind of teleportation exit out of the Kinema Triplex.  After exiting, you met up with the owner and he gave you a vest.  This whole scene reminds you of the last technique in creating effective encounter descriptions: "Save the best (or worst) for last".  Here is the "climax" if you will, of the encounter -- and it must occur at the end of the description so that it would not get lost in the more mundane impressions that are also part of the description.  Imagine, if you had gotten that silly vest at the beginning, you probably wouldn't have wanted to go into the Kinema Triplex at all.  

Furthermore, the last location deposited you outside the building, ready to act.  Likewise, an effective encounter description ends with the climax and leaves the players ready to act on it.

 
	Just Relax

Are you panicking?  Hey, relax.  You are panicking for no reason.  Sure, it might seem like this is a lot of stuff to know, but the fact is you already know it.

It's that whole building and all the weird stuff that happened ... really memorable.  Well, you know that the building represents the techniques for creating effective encounter descriptions.  Everything about what happened in that building is related to creating encounter descriptions ... including all of the terrible puns and lame happenings.  

Do you want to remember how order detail in a description?  Just remember that the big imp hits first.  That tells you to start with the biggest sensory impression and proceed from there. 

How do you end it?  Just recall that stupid vest.  Sure, you want to save the vest for last, right?

These are just some examples.  What you need to do now is make an exercise of describing the building again and this time explain what it means.

This is going to be easy for a couple of reasons.  One is that you know the building really well.  Don't worry.  Another is that you are going to do the building piece by piece.  Don't do it all at once, and don't pressure yourself.

	Putting it all together

How did it go?  If describing the building gave you any trouble then you might want to go back to the section that just deals with describing the building.

Also, you should refer to the previous pages and look up any location that is giving you trouble as to what the details of the location mean.

Still not sure you've got it?  Okay.  Below is a quick list of the five techniques for producing effective encounter descriptions.  Go down the list and describe the location that matches the item on the list.  

	5 TECHNIQUES

1.	Never make it over-detailed.  Stick to impressions, and let the players ask for details if they want them.

2.	Use a variety of the 5 senses.  Don't restrict yourself to sight and sound, which is flat and lifeless.  But don't go overboard, either.

3.	The strongest sensory impression hits first.  Start with the biggest change they will notice.  That first impression will set the stage for the rest.

4.	Nothing attracts interest like a hint of danger.  But use the hint as a touch of danger ... there should be no actual danger there.  You want to attract their attention to the detail, not capture it completely.  Beware of focusing your players on the "danger" to the exclusion of the real purpose of the scene.

5.	Save the best (or worst) for last.  You do this so that other more mundane impressions will not dilute its impact.  Also, putting the best at the end frees the players up to act upon it immediately.

	Now What

You've got the knowledge you need to create effective encounter descriptions now.  All you need now is a little practice.  These techniques are designed so that they should work equally well regardless of your GMing style, or the type of game you play.  

	Works Cited

Chadwick, Frank.  Space: 1889.  (GDW, Inc.:  Bloomington, IL.)