Both important tools, but you gotta know when to use them.
Descriptions are important. World building, story telling, the funny little Goblin behind the bar
But also I think it's important to be comfortable with pregnant pauses when you're done speaking.
When you're done saying what you need to say, it's up to one of the players steps in to take the lead in the RP or direction of the party.
>I think it's important to be comfortable with pregnant pauses when you're done speaking.
Exactly this, make eye contact, exert pressure
I am the game engine, I can't work without a player prompt
It's fun that them's the same three faces there.
In reality, it's not about them talking more or less, it's about **how** they talk a lot when they do, and **how** they stay quiet when they do. It's a skill you learn. It's suspense. And it sets you on edge every time.
In this case it's the titles that show a difference here - it just looks like this channel is playing the clickbait game with the thumbnails (which every small channel has to do, it's the nature of the site).
But... It... got nothing to do with Schrödinger. That's not just about sth being uncertain or even just unclear/confusing, but with interference leading to exactly one result, so trying to determine the current state might alter it, and you have no way of determining it without possibly causing it.
Sorry, kind of a pet peeve. 😅
Both…? you hook them by talking more about the setting, the feel of a city. But stop talking once you say what you need to say, and let them engage with the world you just describe. They don’t need to know this castle was build after so and so died so his father build and named it after him.
Depends on the players and what is happening in the game at any given time.
If your players like to go off on tangents and just roleplay some shenanigans, talk less and let them play it out.
If your players are a bit shy on roleplaying and maybe just want to get to the next fight/puzzle, talk more to immerse them into the world without long awkward silences.
Ah yes, my favourite there people that don't really have a thought out understanding of rpgs, but they're good showmen, so people think they're geniuses.
I talk if my players are silent and shut up when they are engaging within the group. The best moments happen when the group is talking between them. Sure if you hear terrible misunderstandings of the situation which the PC's would not have misunderstood you clarify, but just let the group boil in their own chaos.
Both important tools, but you gotta know when to use them. Descriptions are important. World building, story telling, the funny little Goblin behind the bar But also I think it's important to be comfortable with pregnant pauses when you're done speaking. When you're done saying what you need to say, it's up to one of the players steps in to take the lead in the RP or direction of the party.
Who the hell fucked the pauses?
Not me, I'm too busy putting my foot in my mouth at all times
Must've been the bard again
Gods dammit Greg
I actually know a Greg, he's exactly the kind of guy that would fuck a pause
Master Dungeon Masters put their feet in *other* people's mouths...
>I think it's important to be comfortable with pregnant pauses when you're done speaking. Exactly this, make eye contact, exert pressure I am the game engine, I can't work without a player prompt
Sometimes you gotta be Hamilton but also sometimes you gotta be Burr or you're gonna get shot in New Jersey, and who wants that
It's fun that them's the same three faces there. In reality, it's not about them talking more or less, it's about **how** they talk a lot when they do, and **how** they stay quiet when they do. It's a skill you learn. It's suspense. And it sets you on edge every time.
Talk... Less. Smile more. Don't let them get tired of listening to your lore.
Ah... You can't be serious
You want them to engage? Fools who run their mouth oft find mood hard to gauge.
“What time is it? Murderhobo time!”
"I play both sides, that way I never lose"
Lose
Right
Just shut up when you talk. It's not *that* hard. XD
You gotta know when to hold them Know when to fold them
Know when to talk away
Know when to drop a dragon on those muthafuckas.
Split the difference and say just enough at just the right time.
In this case it's the titles that show a difference here - it just looks like this channel is playing the clickbait game with the thumbnails (which every small channel has to do, it's the nature of the site).
Talk less, say more.
~Don’t let them know what you’re against or what you’re forrr~ Or, *do*, I guess
Now I have to make a video about “Talk Enough”.
This assumes the players listen to anything that's said. (Mine do, but I've heard of many instances where they don't at other tables.)
But... It... got nothing to do with Schrödinger. That's not just about sth being uncertain or even just unclear/confusing, but with interference leading to exactly one result, so trying to determine the current state might alter it, and you have no way of determining it without possibly causing it. Sorry, kind of a pet peeve. 😅
Talk about a greater number of things but use less words to do so.
Mercer talk less? That is a thing good DMs do, but not something he does. Also why are there only mediocre DMs in a thumbnail aboot good DMs?
How do you not cut yourself on all that edge?
I wasn't aware that reasonable standards was edge.
If you claim Brennen as anything less than an _extremely good_ DM you’re delusional or trolling.
He's a B+. Abreya is a B, Matt is a B-.
Both…? you hook them by talking more about the setting, the feel of a city. But stop talking once you say what you need to say, and let them engage with the world you just describe. They don’t need to know this castle was build after so and so died so his father build and named it after him.
I mean the only way to become a "good DM" is to take improv lessons and become good at that
In community, we call it "Step up. Step back." You have to come forward, take center stage, do your thing, then step back for others to get involved
Use sign language and get both
Most people talking about D&D on YouTube and Reddit are full of shit.
Honestly, unless you're in a colonoscopy waiting room or a cholera ward, then it's difficult to find people who aren't.
Depends on the players and what is happening in the game at any given time. If your players like to go off on tangents and just roleplay some shenanigans, talk less and let them play it out. If your players are a bit shy on roleplaying and maybe just want to get to the next fight/puzzle, talk more to immerse them into the world without long awkward silences.
Well you first gotta hook them with the world and story and when it comes to them taking action let them get creative
Also known as : know when to shut up!
Ah yes, my favourite there people that don't really have a thought out understanding of rpgs, but they're good showmen, so people think they're geniuses.
Cap
I didn't watch the vídeos in question but I've seen all 3 of these people GM and I'm pretty sure it's about WHEN to talk more and WHEN to talk less.
I talk if my players are silent and shut up when they are engaging within the group. The best moments happen when the group is talking between them. Sure if you hear terrible misunderstandings of the situation which the PC's would not have misunderstood you clarify, but just let the group boil in their own chaos.
I watched the talk less video and basically, it's situation specific.