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Atmosphere
Another integral part of immersion is atmosphere. Do you want to dim the lights and have music playing? Perhaps you’d rather play ambient sounds like ocean waves or a thunderstorm.

As the writer of this story you probably have a very clear mental image of what the setting and the world looks like. Now you must convey this to the party. Make good use of descriptive language, don’t forget to mention things like weather and terrain. Let the players imagine what their characters feel. Whether it’s the tinge of sweat across their brow as the mid-day sun burns down on them in the terrible summer heat, or the spray of seawater on their faces as waves crashes into the white cliffs below them, small nuances that develop a real, tangible world will pay off dividends.

A good idea is to lead off with a monolog that describes the world, the weather and the condition of the party but keep descriptions in mind throughout your game.

 Example 1: “You’re in a canyon. Three goblins run toward you!”
 Example 2: “Three goblins appear out of a narrow passage in the rock, they spot you and snarl, then charge! Their shouts echo the tall canyon walls but you don’t recognize the language they’re speaking. Still, it’s pretty clear they mean you harm.”

The detail exhibited in the second example provides more context and develops a more exciting vision that will help players engage your world with a deeper level of gameplay.