I started off by asking the player’s “what do you do?” I got a lot of blank stares. I figured that I wasn’t doing a good enough job setting the scene for them to make any informed decision. So I increased my descriptions, but then got interrupted by players stating their actions, probably just to shut me up from talking the entire game.
The truth is, I don’t want to talk more than the players. I love the games where I sit back and watch the story unfold in front of me. I prepare most of the week for a game, writing quotes down, reviewing lore, developing
Good GMs ask great questions one of the questions I posit to my players is “where do you pay attention?” I ask this question upon describing an opening scene for exploration. For example: a thick layer of mist blankets the floor in this cellar. Crates stack to the ceiling and rats scurry in the corners. Somewhere beyond the walls, you hear the faint click click click. Where do you pay attention? Assuming the PCs are all here for the same purpose, to discover the secret hideout of a gang, they then have the opportunity to “play” with the descriptions i provided. They could ask, what happens when I press my ear against the cold stone wall? and get a great result, “along with clicks you hear the shuffling of hurried feet”. However, if they want to get creative, they can push the boundaries of my descriptions by coloring outside the lines. They could ask, do I see any meat hanging in this cold room? Notice I didn’t mention any meat hanging in this cellar, but because the player demonstrates curiosity, the meat now exists. Of course, I would only say yes assuming this was probable, very likely that meat hangs from metal hooks in this cold room. But it gets more interesting when the player then begins to show suspicion as they snoop around the meat locker. A quick GM could then drop a discovery of foul play as the PC then finds a familiar signet ring in the ground meat packaging. Yikes! The power of asking the players an open question “where do you pay attention?” broadens the search field of exploration beyond your simple opening descriptions. For simplicity, it gives the PCs a chance to play with the 1-3 descriptors you do hand out for free. For creativity, it gives the chance for PCs to search beyond the explicit descriptions.
Another great question I ask is “how does this affect you?” “how do you respond” “who do you notice?” “where does this day find you?” “how does the story continue?”