Type of problem: Overload/Friction
I don’t know how many times in my gaming career that a DM has described a room and starts the action. Then one (or more) players start asking questions because aren’t sure how they relate to the action: where are they? What are they doing? Where are the bad guys? What is the environment like?
This situation is caused by several factors. First, there is a limited amount of “bandwidth” that the DM has to explain a situation. If they use only a very short description, then it leaves a lot of blanks to fill in to the players’ mental scheme of the encounter. If the DM goes on a long screed about every single bit of the room, then you have two problems. The first problem is the memory of the players (overload) and the second problem is their attention span. There is only so much information that a player can digest at any one point before it becomes too much.
Have you ever had an error on the computer that has about 500 words describing what is going on, with a “yes”/”no” dialog at the end? That’s the same problem. We ask the players to memorize this huge amount of data, form a cohesive mental map of the area, then act on it, all in a short amount of time.
To overcome spatial relationships, some contemporary games rely on there being a board with miniatures representing where the monsters and characters are located. I have done my share of gaming in this environment. This method solves a lot of the problems described above, but also has its downfalls:
1) Takes time to either do a quick map on the battle mat or to set up the geomorphs. Battle mats are quicker but with a lot less information. Geomorphs have more information but are relatively generic and are much longer to set up. (Friction)
2) The rules of the game start devolving into exact steps and minor movements. Five-foot steps, full actions, and attacks of opportunity. (Static)
3) The DM still has to explain what and where things are. Color text is not written down for players’ future reference. The only thing presented is a basic spatial relationship of “important” things like monsters and characters, but too often the physical environment in lost. When I watch an action movie, the scenery and environment are part of the excitement. Not too many action movies have heroes and villains duking it out in non-descript 10′ square rooms. And yet we accept this in our gaming materials. (Overload)
So in making a new interface for the players, I took into account the following goals:
1) All of the spatial relationships should be stated
2) The environment should be a critical part of the spatial relationships for two reasons
a) Players can more easily visualize the environment
b) The environment can become part of the action
3) The non-spatial aspects of the encounter should be clearly presented and easy to look up when the action starts
4) Non-spatial aspects of the encounter should add to the players’ imagination: what smells are there? How is the lighting? What Sounds are coming from the room? Putting more information at the players’ fingertips should help them vividly imagine the scene.
5) The player handout should be able to double as a battle mat so that it is easy to just place miniatures on it (or just some pencil marks) and start the encounter. The player handout should be faster than a battle mat but better than geomorphs.
OK, I’ll admit it. I also just LIKE player handouts. Barrier Peaks is one of my favorite modules….
So when I saw the “delve” format , I immediately saw that it was the grain of a great idea. While interesting, it didn’t address many of the problems above and didn’t solve a lot of the problems that DMs have. So by extending the ideas to player handouts (as well as the DM sheet), we can solve a lot of SWOF problems.
The players handouts can have all of the room layout and environment right there in front of them, for easy and immediate access. Instead of taking up the DM’s time, the players can explore and mentally map at their own pace. The general nature of the room should be in a short description at the top. The environment should have visual cues (i.e. pictures), but when necessary text should explain what is going on point out the feature. The room should be in 1″ squares so that the players can easily do calculations of distance.
This format will hopefully add a new dimension to our games.