April 18, 2013

Powerful Imagery

Every GM has their own unique style. Some like large, broad stories. Others like smaller, more personal stories. Some enjoy elegant, highly stylized campaigns. I, personally, like to make mine a little gritty. Here's why.

I'm a big fan of post-Heinlein military sci-fi. Partially because of the events depicted in them, and partially so I can command the last division of surviving humans after I am thawed from cryogenic sleep in the far future.

Most of the books I'm citing are by Joe Haldeman and Robert Buettner (Forever War and Orphanage, respectively. If anyone knows any other good ones, drop me a line). And, one thing I really liked was their creative deconstruction of familiar, or seemingly powerful and elegant objects of the future. One bit I remember particularly well from Forever War was when he describes the acceleration pods used to shelter humans from the harsh g-forces of hyperspace. I paraphrase: "When the pod opens up, your brain is confused from disorientation and drugs. You can entertain yourself for hours trying to spell your own name."

Instead of using the stereotypical description of a hero waking up (complete with dry ice, for dramatic effect), Haldeman shows what it feels like- almost as if he's done it himself... that would explain a lot, actually.

I believe that describing the feeling of something is as important as describing the object itself. Same goes for the character's perception of something. For example, note the difference between these two descriptions:

"It's a semi-automatic pistol. 12 rounds, 9 millimeter. It appears to be in usable condition."

~or~

"A semi-auto pistol, 12 rounds 9 millimeter. It fits nicely into your hands, and has some heft to it. American craftsmanship at its finest."

And, depending on the tone of the game, it may be a good description to illustrate how much something sucks, or what its drawbacks are.

To each, their own. That's the golden rule.

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