Tag Archives: AD&D

Roll 20 On The Road

Roll20 and Google+ make a good combination for remote gaming. I play in a regular Wednesday night AD&D campaign, we his Session 63 last night. This was the second time I had to be on the road for work, and use the hotel wi-fi to get online so I could play.

Different towns, different hotel chains, different wi-fi experience. It works, it lets you get by, but it is a challenge sometimes. I could spend a lot of money for anywhere access via a national phone company, but it would be a waste of money most of the time.

The things technology allows us to do and the ease it can bring to finding a gaming group is wonderful, but the inconsistency of internet access when on the road makes it a challenge.

At least I have the option to do it, even if I had to juggle my schedule so that I am in a motel so I can play, instead of travelling on game night. It’s not that big a stretch, I’m not driving until 2 or 3 in the morning to get home. It’s not worth it. I tried sleeping and driving once, I don’t recommend it. I’m also trying to get completely over being sick, not relapse.

 

An Example Of Creative Spell Use

Back in college, one of my room mates was DM for an established group. I was allowed to play and run a “version” of my character from my Brother Robert’s game. I couldn’t take the XP from his game and then add more XP from my brother’s game.

He ruled that Griswald showed up by some sort of inter-dimensional travel.

As a half-elf Fighter/Cleric/Magic User, he could do a lot of things. I don’t recall what levels he was in each class at the time, but he had levitate and fly, so he was at least 5th level as a magic user.

For some reason, the party split up to cover more ground. The group I was with was on the beach of the island we were exploring. I don’t remember if we were being chased, or something would happen to us if we didn’t get away from the beach fast. One of the party was a dwarf and could not run fast enough to make it. I think one or more of the party was unconscious.

I decided to cast levitate on the dwarf to neutralize his weight, and cast fly on myself so that I could move everyone quickly. As I recall, there were three of us.

The image of a flying half elf pushing a levitating dwarf with someone else hanging onto him gave the other players a great laugh. It may have been ridiculous, but it was effective.

One need not have a lot of spells that do damage to be effective in life or death situations. Defense, getting away, and information are just as powerful if played right, and the DM is in tune with what you are trying to do.

[EDIT: Google is deleting all G+ comments to non-blogger blogs. Below is one of two G+ comments on my blog I want to save. 02/06/2019]

How true.

The most innocent spells are dubbed useless by the impetuousness of players taught to game within the first step of hasbro years. While even many back in the day also complain of a portion of the 1e grimoire, most are actually all that is needed by the most successful players to implement the full breadth of that person’s imagination.

Given practically any open ended spell, given the opportunity can throw the best laid tracks right off the rails… Grease, Rope Trick, Magic Mouth… just don’t go out of bounds and give someone the wrong idea!

Roy Snyder
plus.google.com/u/0/+AlphaGamersRPGMI/about

06/30/2015 8:10 pm

An Example of Yes

A couple days ago, I wrote about The Fun Is In Yes! Today, I’ll give an example that shows how invisible this can be to players.

In my face to face campaign with my sons and the girlfriend of my oldest son, they kill creatures and skin them, decapitate them, etc. and then have things made.

For example, due to really bad rolls when they encountered a minotaur returning to its lair, it could not hit them and they killed it. Being a large and impressive monster, they took its head and brought it back to town. They wanted to take it to a taxidermist and have it mounted.

When I created the town, I had generated the different businesses and skills available in town. A taxidermist was not one of them. However, since the town is on the marches between the kingdom and the ancient abandoned city, and serving adventurers is one of its industries, it made sense to have a taxidermist. So I picked a name and decided what part of town the shop was in. They haggled with the owner over a price, and arrange for a time to pick it up.

They go back a few days later, just to check on progress, only to find a crowd gathered around the taxidermist’s shop. It turns out that the taxidermist was charging  to give people a chance to look at this head in progress. All the normal benches and things in the shop were cleared out to focus on this one head and allow as many paying onlookers as possible. This little twist greatly enhanced their enjoyment.

The agreement was to mount the head on something to make it easy to mount on their wagon behind the seat and above the heads of the driver and passenger. This sight alone makes an impression on less powerful foes they encounter. They later added an ogre head to their wagon display, prepared by the same taxidermist.

They fought two giant weasels, who again couldn’t roll to hit, and how their heads and hides are hooded cloaks.

I am sure, if we ever resume play, that they will skin and decapitate more creatures to add to their collection.

The twist of adding an unplanned NPC expert hireling increased the fun for both the players, and me.

There was no good reason not to bring the taxidermist into existence. Had I said, “No”, the mental image of two preserved monstrous heads mounted on a wagon, with a driver and passenger wearing giant weasel cloaks would not exist. That’s part of the fun of the collaborative storytelling that is RPG’s.

                                       ****************************

[EDIT: Google is deleting all G+ comments to non-blogger blogs. Below is one of two G+ comments on my blog I want to save. 02/06/2019]

Finding ways to say “yes” is such a great framework for driving not just consequence, but byproduct to either polarize; but strengthen the hilarity! The ability of giving a yes in your example, would give a total acceptance “yes” from the players to segue that taxidermist to become so desperate to continue his fame, that his only recourse is to have the heads of the adventurers who depopulated the region and have moved on…. or at minimum dog the party from a far, exposing their surprise assault on the next monster that can’t hit them. 🙂

Roy Snyder
plus.google.com/u/0/+AlphaGamersRPGMI/about

06/30/2015 at 8:35 pm

Character Sheet in a Sheet Protector

I have mentioned using sheet protectors to cover things so you can make notes with either dry erase markers or grease pencils. I shared my Spell Slot Tracker idea, and my Troop/Horde Tracker idea.

Today, I just mention character sheets. With all the the erasing and re-writing that can occur, they can become a mess.

I developed my own way of preparing an AD&D character sheet, whether I used notebook paper and hand wrote it, or took the same format and typed it up. When it is in a sheet protector, I can make temporary notes, and only make changes that are long term or permanent after the session. For example, a level change with requisite level title, and change in mas hit points.

In the online game I play in on Wednesdays, I use the form fill-able PDF our DM gave us, so I print that out and make notes. I need to get more sheet protectors because I have been writing and erasing a bit on it.

I use a separate sheet for tracking experience points and money, since those are the things that change the most often.

As a player, I recommend that when you are a player, that you are organized and have all the information you need at your finger tips so that the game is not delayed while you fumble with papers.

As a GM, I recommend that you suggest ways for your players to be organized, even giving them examples, or mandating they use a certain form, if they are never ready. Especially with online play, there are so many other potential interruptions, by weather, family & pets, phone calls, trains [I live near the tracks], technical issues, etc. that anything to minimize difficulties and interruptions will have big dividends in the long run.

 

Troop/Horde Tracker

In yesterday’s post on my spell slot tracker idea of a printed sheet with spaces to write information about spells and put in a sheet protector, I mentioned another idea.

This is something I came up with to speed up tracking all the followers and mercenaries Griswald has. I divided them into units of ten, or less if there were not enough of the same troop type for a full ten.

I outlined ten squares on graph paper, in two columns of five rows. I wrote the type of troops, their weapons and armor, and wrote their hit points in each box, For mounted troops, I put their mounts in a set of boxes to the right, with their armor, harness, and hit points. I then put this in a sheet protector. I could then mark and track hit points with a dry erase marker or grease pencil.

As a DM, I do the same with monsters in a lair. For example, 200 goblins, and assorted females, children, chiefs, sub-chiefs, shaman, etc. I don’t go to that much detail unless the players intend to attempt to clear out the goblins. For wimpy creatures, like kobolds and goblins that are less than 1 HD, I don’t roll their hit points. If they take a big enough hit, they are going down. I only roll the hit points for the leaders, or assume maximum hit points.

For multi-hit die creatures, for speed, I often give them average hit points, for each hit die. I make sure that if there are several of them, like an ogre lair, that the leaders have more hit points. I tend to do that more for on-the-fly scenarios. If I prepare ahead of time, I go with rolling them up.

Putting the prepared list in sheet protectors makes it easy to re-use that group of monsters again, for example, if I want to re-set the events of the live campaign for use when I start the online version of my campaign.

Spell Slot Tracker For AD&D

I have written a lot on this blog about my favorite character, Griswald, from my brother Robert’s campaign. Griswald is a half elf Fighter/Cleric/Magic-User.

As a character with two spell classes, it grew harder to track spells, levels, and details of each spell, so I came up with this simple, old school solution.

Lots of erasing of pencil on paper, or writing in ink and having to re-write makes for a mess. I settled on a neatly handwritten form made with a ruler on typing paper, later I printed it out on a dot matrix printer. I put it in a sheet protector. I can write on the sheet protector with a dry erase marker or grease pencil and wipe it off for continued use.

Griswald's Spell Sot Tracker
Griswald’s Spell Sot Tracker

Griswald has three magic user henchmen, so I have one sheet to track all three of them.

Henchmen Spell Tracker
Henchmen Spell Tracker

Next is the dot-matrix version.

Computer Printed Version
Computer Printed Version

Here is a link to a PDF of the unfilled printable version in a current word processor, Libre Office writer. It could just as easily be done in a spreadsheet, like Libre Office Calc. I did not take the time to get the row height adjusted to only have as many rows as needed. This gives a bit more room to write.. In my brother’s game, he does not enforce level limits, so my half-elf F/C/M is level 10/10/11. It took a LONG time to get there dividing XP by 3.

Here is a link to a PDF of the blank printable version

This has proved to be a handy tool for at the table. I will make something like this available to the spell casters in my game, or at least a suggestion that they use something like this to speed up play.

What I did was indicate one side for cleric spells and the other for magic-user spells. I then indicated how many rows for each level of spell. There is a spot for spell name, range, area of effect, casting time, and duration. This covered most of the crunchy bits of using spells. I also had a copy of the spells from the player’s handbook, also in sheet protectors, so that I did not have to take long to find them.

I got this idea from playing Star Fleet Battles and having the ship sheets in sheet protectors.

I came up with a few other uses, one that I find can apply to my current campaigns, that I will share tomorrow.

[EDIT: A common sense trick I heard a year or two after I first posted this advises to always note the page number of the spell and what book it is in. That holds for any version of D&D or other RPG with defined spells. Specialized equipment and abilties can also be handled with a page notation. Especially if you are gaming and don’t have your own PHB with all your notes and bookmarks. I should really add a spot for page number to the linked PDF….]

The Fun Is In Yes!

This idea came to me after I wrote Monday’s post.

The job of a GM is to craft his world and set certain parameters that set the limits and boundaries of what is possible.

The job of the Players is to press the limits of the stated boundaries.

Other than ridiculous things a player my try to attempt. For example, in a fantasy RPG with no firearms, a player tries to get the DM to let him pull a .45 caliber Colt 1911 of of thin air. Unless the DM allows for a chance of such gonzo* things to happen, I would say that is not in the realm of “Yes.” If there are no guns, how would a character even know what a caliber is and a specific model of firearm? Player knowledge vs. character knowledge is one limitation.

However, the GM could make note of the odd attempts to do things like this, and find a way to make something weird fall into play.

Most likely, the GM will get the player back on track and allow the character to attempt anything within their level of knowledge in the game.

For example, if a fighter knows magic exists and picks up a wand and tries to use it, will it work? If you have not made that clear, at least in your own mind, what will you do? I had not thought of this possibility until just now, so I know I need to think on it and have an answer should it ever come up.

Instead of a flat out “No.”, I would find a way to get to “Yes.” Instead of making me the fun killer, I could give them a 1% chance to have some powerful wizard in their ancestry and it actually works. If they fail the roll, it is on the dice. But if they roll a 01, then there is an epic story of how the fighter grabbed the fallen wizard’s wand and slew the vile beast and saved the day.

As a father, I had to say “No”, a LOT. Boys can come up with a lot of ideas. I know I had my share when I was growing up. Trying to get to “Yes”, makes it feel like a win-win. Except for truly off the wall ideas or flat out dangerous ones that had no acceptable alternative, saying “Yes” is a lot more fun all around. Well, until Mom hears about it….

As a GM, you don’t have to worry about “Mom” unless you are still in school or for some reason live with your Mom as an adult.

I don’t have that issue, as I live in my own house and can do what I want almost whenever I want.

It is easy as a GM to say “No”. However, if you open yourself to the possibility in advance and try to meet the player(s) halfway to get to “Yes.”, you can have an enjoyable session, perhaps with epic stories of a shared experience.

*  This one’s for you, +Adam Muszkiewicz.  😉

Old School With New Tools

There are two types of old school roleplayers. Those who lived it back in the day, and those who are discovering it today.

Back in the day, everything was pen, pencil, paper, and maybe an electronic calculator. Calculators were very expensive back then.

We could create entire worlds from our imagination and some notes and stats on notebook paper and a quick map on graph paper.

We could stuff sheets of graph paper into a spiral notebook and hope we didn’t lose them. Or we could get a three ring binder and organize our notes. We’d use a hole punch, to punch one hole at a time, if any paper we used didn’t have holes. Sheet protectors could be used for maps to make sure they were not damaged.

We made our own character sheets on notebook paper, using narrow ruled or college ruled paper to get more on the page. Notebooks to track a player’s character information could quickly grow to include tracking spells and items, castles and troops. I made a sheet to track spell slots that I could put in a sheet protector and write the spell for the slot in dry erase marker, or grease pencil. I then either erased it, or checked off that I used it, if I planned to use it again.

When computers were first affordable enough to have in the home, some of us made dice rolling programs to generate a thousand kobolds in a few seconds.

When word processors became more usable, we could type up our notes, and make our own character sheets, and other notes that we as players or DM could use. Does anyone remember the DOS version of WordStar? Italics and bold remind me of how to do it in HTML.

Spreadsheets, word processors, scripting languages, programmable text editors, and more all have a use. Now many of them are all online and shared storage of Google Drive, and Communities.

As new tools came along, we could put them to use too. 10 cent copies at the town library or college library, or access via a job, allowed lots of copies of our hand drawn maps to note different information. One for terrain, one for monster locations, etc.

As computers improved in performance and tools became available that we could afford, we did more with computers. The availability of free and open source software (FOSS) opened a lot of doors. A lot of FOSS has neared or equaled commercial software. We have GIMP, Scribus, Hexographer, and many others for various purposes. Such tools and scanners and cell phone cameras have enabled us to take our original old school materials and make a record of it. We can also share our original stuff with the world, or just make it available for a virtual session via the internet.

The new tools we have, allow us to do a lot of things with our old school methods and ideas. We can share them with the world, and can game with people from across the globe. In my weekly Wednesday night AD&D game our DM alternates between two states because his work is in one location and his family in another. I am in Michigan, one player is in Florida, another is in England, and we have a few more, all in various U.S. locations.

Playing over the internet has one weakness of in person play. No electricity, or no internet, or computer problems, or provider problems, and you can’t play. With in person play, just like back in the day, you don’t need electricity. You have your notes, manuals, dice, and a flashlight, candle, lantern, or camp fire, and you can game. For that aspect alone, in person play rules. In person play also rules because you can see player’s faces, and body language, and you have more time to get to know each other, than people across the planet you only interact with once a week for four hours. I feel I know them, but I wouldn’t know them if I passed them on the street. We don’t use our cameras in Google Hangouts to help minimize lag issues.

The one way online play rules, is that you can easily find a group to play with, if you know where to look. If you live in a small town and don’t know the right people, it can be hard to find a group to game with. So you have to find a FLGS or go to a local con and meet the local people. This is an issue if you are new to an area, or are new to RPG’s.

For me, if I still lived within an hour of where I grew up, I could get together frequently with many of the original gang I started with. Since I have been 13 years in Michigan, and only got serious about getting back into playing the last few years, I have found that the resources for finding local players for in person gaming, like Pen and Paper Games, and others like it, aren’t helpful if no one is interested in your version. It looks like it would work great, if you lived in or near a major city, like Detroit, or Chicago, where the numbers are there.

However, once you find people who like your style of game, you are in a circle of knowledge that lets you dig deeper to try to find a group for your own local game, whether as a player or a DM.

Or you can have kids and game with them, until their lives get complicated with their own kids, or they move out of state. Then the cycle of looking starts again….

The Map Is Not The World

I posted a review about two different published books of hex paper the other day. I shared the post on the RPG Blog Alliance Community, and had this comment: “But then those hexes put an artificial constraint on mapping. First map, then grid.”
I started a reply, and it just got longer and longer, so I decided it made more sense to make a post out of it.
I’ve had the title for this post for several weeks, and was gong to write about it anyway, this just seems to fit.
Each DM must do what works best for them, when it comes to mapping. If making a map and then adding hexes, squares, or whatever it is you use, works for you, great!

There are two kinds of maps – those for the player and those for the DM.

As DM I need the hexes as I plot where things are to gauge accurate distances, etc. I already have maps, the one drawn by my brother, the artist, after he saw my original map 25+ years ago, and was like, “Just, no….:. He drew it on hex paper. He chose not to see the hexes when he drew it.

The other(s) are a collection of maps I put together from zooming in, and I changed my interpretation of the original map. I goofed and need to get one consolidated map to fix stuff I was just dealing with mentally during play. That only works with the player’s in my in-person game. For my start up of an online version of the game with the same starting point as the original players, I need to fix it.

For players, I can draw it however I want, and scale and accuracy don’t matter. (Unless it’s a science fiction or modern setting where technology and accurate maps are easily available.) The players just need an idea of how things relate to each other.

For games, there are two styles of maps, accurate and properly scaled and artful maps. Some have the talent to do both at the same time on the same piece of paper/computer interface.

I don’t want to do the map in Hexographer, for example, and then give it to players, they can guess where the hexes are, and learn things before they encounter them.

My chicken scratches on hex paper is so that I know at a glance what is where. It is a tool for use in play. For hex crawl style play, this is needed. I have always played the hex crawl style, we just didn’t call it that back then. We just called it play.
The player’s won’t see this map.

My player’s will only have maps that are available to the people of my world. They also have to be able to find the maps, and try to get a peek, or beg, borrow, or steal them. I am thinking of maps in the style of ancient and medieval maps.

Maps of large scale with close to the accuracy of modern maps did not happen until accurate clocks allowed tracking and plotting position. If you have seen maps that exaggerate how big Florida is, you will get my point. It changed size drastically as more accurate measurement of time and distance occurred.

Such maps give one an impression of the world that can have interesting repercussions if you follow them literally.

Even modern maps, such as flat projections of the entire planet skew the size of Greenland, and other places, to a ridiculous degree. One has to use a very creative representation on a flat surface to get size, coastline, and distances accurate. The best way to represent a planet is with a globe. Even then, the kind with relief that indicates mountains and valleys does not have an accurate representation. I have heard people say, and read it somewhere, that if the Earth were the size of a bowling ball it would be smoother than a bowling ball. Also a bowling ball scaled up to the size of Earth would have ridiculously high mountains and deep valleys.

No matter how we try to map, we don’t have a way, that I know of, to allow a person to see a representation of the whole planet, that is accurate in all aspects and allows one to see the entire surface as with a flat map.

Unless our fantasy world is flat, we can’t make an accurate map.

We have two choices, spend a lot of time doing the math and adjustments necessary to account for distances as one moves North or South, or just fudge it.

I tend to be a detail oriented guy, but the level of calculation needed to do that and make it perfect takes a lot of time that I could be putting into more maps or other game preparation.

Even a science fiction or modern setting for an RPG with accurate map making technology and easily available copies, it is easier to hand wave certain things. If a planet hopping science fiction RPG, I won’t map every inch of a globe, if there is a known location the players are seeking. If they do a different planet for each adventure, I’m not mapping a planet and placing all the cities and towns, and then not using them again. I may not make a map to share with the players, but just have a description of the atmosphere, continents, climate zones, and tech level. If I couldn’t find an online generator, I would build a script(s) to quickly spit this out for me, or just roll like a madman, like it was back in the day.

Some people can spit out maps a lot quicker than I can. For me, it is a challenge to make them not all look alike, especially dungeons. I explain some sameness as a cultural thing of the builders. Does anyone design a dungeon and then add the grid? I don’t know of anyone back in the day who did it that way. We all grabbed the graph paper we could find, whether 4 or 5 hexes to the inch. My group favored 5 squares to the inch. I use both sizes now. My aging eyes have  a preference for the slightly larger 4 squares to the inch.

No matter what form of map we use to represent a solar system, planet, continent, country, city, village, dungeon, tomb, etc. It is not an accurate representation. Using the grid of squares or hexes to make an accurate plot, it only a two dimensional representation, height it missing. With no grid and whether hand drawn and scanned and further manipulated or drawn directly to computer via mouse or stylus and tablet, and made into a thing of beauty, neither is an accurate representation. Each only gives some of the information that is further conveyed by our descriptions of what our players see.

With theater of the mind, we can use a few apt descriptions and make those of us with less than fantastic map skills allow each player to construct the world in their own mind.

If we could generate directly from the mind what each of us “sees” for a certain world, I suspect that there would be very few parts of them match up exactly.

There is also another aspect to mapping. Use at the table for one’s own group, and publishing a product, be it a module, or a setting. For just a playable item, I can easily do it myself. For a map in a published product, I would either spend the time to get really good at making maps, or I would hire someone to do it.

The audience for the map tells a lot about the requirements for the map. I can have a few scribbles on paper, and I can run a game. If I want to take that idea and attempt to market it, I have to put a LOT more into it.

For me to take my world, or one of the adventures of my players, and make a publishable product out of it that stands a chance of selling, will take a lot of development to make happen. The few notes one can use to DM with quickly grows if one starts writing out what must be known to let someone else DM the same scenario. Even all that extra work to let others into my world, in  whole, or in part, cannot begin to capture the way I see it in my mind. There was an infamous Kickstarter for a megadungeon that, from what I have read online, illustrates this point. What works for the creator to run his creation, is often insufficient for another to pick up and do the same.

GM’s Beliefs and Their Influence on The Game World

+Alex Schroeder had an interesting post in response to another’s blog article.

I commented in this G+ thread, and he asked if I had an article. I did not, but it got me to thinking and I quickly knew the answer, and decided to write my own post.

The biggest issue I have found is that I am not good at having the bad guys do certain things in game. It is probably not obvious to the players, but if they thought about it, they would wonder about the absence of some things.

Having monsters do what monsters do is not hard. Having the evil humans and demi-humans screw over the players is hard to do and make it seem natural to the game. At least from my perspective.

It’s not that I am personally incapable of doing bad things. I have done things I am not proud of, but I have lived and live a mostly boring and virtuous life. I know many would describe it that way.

In some ways, I think I have a natural aversion to cheating and hurting others, because of how much I don’t like when it happens to me. I have a philosophical/ethical/moral/religious point of view that informs my actions. I won’t go into specifics here, as that is not the purpose of this blog.

I replied to Alex’s thread: “I don’t think a GM can help but reflect part of themselves and their beliefs into a world.
If they try to avoid putting their way of viewing the world into their game world, it could still be evident from the lack of certain things.”

I think this is borne out in some things in my game.

My players like and enjoy playing in my campaign, so they are not missing what has or has not happened. They have been mangled, and a couple of them have come very close to death. I allow -10 HP before death, in AD&D.

I believe in following the rules, fair play, etc. If I get called out for breaking a rule, I expect the same level of enforcement on all breaking a rule/social convention/law.

However, the challenge of RPG’s is to be someone different than we are in real life. I have played characters that are mean and cruel. It is not quite the same for me somehow when running a whole world. I have plots and things of the big bad the player’s don’t know about. There are kidnappings, murders, raids, and other violence and mischief perpetrated by the monsters and NPC’s in my game, some of it is just not as blatant or over the top, as some DM’s might present it.

When I was young – a boy up into my late teens, I had a temper. I never inflicted it on strangers or friends, but I did get in fights with my brothers. It is only OK for us to fight each other. If someone else wants to fight one of us, they have to deal with all of us. That was very true when we were little.

Now, I have a long fuse, and if I do lose my temper, it is a verbal volcano of emotion that makes its recipients sink into their chair sort of thing. I have to be very tired and under a lot of stress for that to happen. The last time that happened was about 5 years ago when my father died and my marriage dissolved at the same time.

We all have a dark side, for most of us, it is in our thoughts, and never or rarely mentioned aloud. I don’t think we need to let the darkness out to play, in all its gory details. We can indicate that the orcs did not nice things to the women of a village, i.e. rape, without going into explicit detail about it.

A prime example of implied actions are the episode of Star Trek where KIrk is in his quarters and pulling on his boot while sitting on his bunk with a woman in his room.  As an adolescent male watching that episode, I KNEW what happened. You don’t need to have a intricately choreographed sex scene. You can let the audience know there was sex and have more time to flesh out and advance the story. I don’t mind looking at boobs, but sometimes there is so much on screen “sex” that the rest of the TV Show or movie seems rushed, flat, or missing something. [I think some might mention Game of Thrones. I have never watched it or read the books, but I know the meme.]

I like what Alfred Hitchcock did in Psycho, in the shower scene. He did not show anything directly, and had people convinced they saw a woman actually get stabbed in the shower. A good storyteller can make people see things without saying, you see a nipple, or a penis.

RPG’s are theater of the mind. The collaborative effort to tell the story/play the game does not require dwelling on minutia of details on every single action, item, location, etc. The DM has to find the right details to mention, so that special things are obvious when they need to be, and red herrings are obvious when they need to be. The challenge is in making all descriptions seem equally important or unimportant. Just like the way we go through life. If we aren’t focused on the task at hand, like watching where we’re going, we can step on a nail.