[RPG] How to encourage new players to be more descriptive in their actions and intents

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I have a party of new players, who are enjoying a sporadic session of Fate Accelerated. I'm learning a significant amount from the experience, and I hope they are too.

In addition to some problems I'm trying to correct in my GM techniques, I've also identified a systemic problem in many of the players' approach to roleplaying: they are not always descriptive enough of what they're doing to accurately paint a picture for both me and the other players.

I don't mean to dismiss my GMing problems as theirs, but I feel I can help them grow as players by helping them describe their actions more thoroughly. I understand that part of this is simply experience with what works and what doesn't, but as the facilitator of gameplay I feel it is both within my power and is my responsibility to encourage good roleplaying.

Except there's one little problem: I have no clue how to go about this.


As an example of what I'm seeing, I'll take a few lines from a recent session:

I run away and hide.

I steal the wrench from him.

These result in miscommunication issues. Someone says "I tie him down," but since they think 'he' is someone else, metagame confusion results.

What I am really looking for is something like:

I run back out of the alley and hide behind the nearby pillars.

I wait until the worker has his back turned, then I slip behind him and remove his wrench from his belt.

The benefits are obvious: everyone knows exactly what's going on.


If I I just keep asking players to be more descriptive, I'm going to sound like a broken record.

How do I encourage descriptive speech in-game? Are there any training campaigns or scenarios that I could, perhaps, run to get them in this mindset? And if it's merely a function of experience, what in-game opportunities should I provide to allow and encourage descriptive actions?

Best Answer

Normally I don't answer questions after the answered sign has been given, but I do believe that there is still much to say. So without much farther ado, let's dive in.

Questions

Yeah, it has been written before, but it still worth mentioning. If your players didn't give you a clear description, ask them for more input. While some of the answerers did suggest that you should not ask leading questions, many a time you actually should. From my experience, many of the shortest descriptions for actions come from players who didn't get the full picture in the first place. As such, leading them a little bit (or even more than a little bit) will help them to see the picture more fully for their next descriptions.

Furthermore, you stated that your players are new. New players don't always know what is expected from them and what is not. By leading them a little bit with your questions you actually help them to better grasp what should be described and what not, and to what extent.

Lead from example

You are their GM. They look at you, with their big eyes like you're some kind of a teacher figure and they try to understand from what you do what they should do. This means one simple thing: If you'll describe your actions, they will describe their actions. They will probably start slowly, but sooner or later it will come. Let them see in your descriptions what is expected from them.

Reward for great descriptions

You're using FATE, so use your fate points for your advantage. fate points are supposed to move all the time, to be given and spent very very quickly. This thing enables you to give extra ones without fearing for your adventure/story. One of the players gave a great description? Give her a fate point while explaining for what this is given. "See what Lisa did there? Describe your actions like that and the next Chip is yours…"

The spending mechanics are geared toward describing too. In order to spend a fate point you have to either describe or to be in a situation where one of the aspects comes into play. Build on that, make them add those nifty extra details in order to use those fate points of them. Remind them that by describing they'll be able to unlock those special abilities and possibilities.

Make them swim in details

Although you shouldn't take this literally, do your best to build a picture in their heads of what's happening. As I've mentioned before, many short descriptions from the players come from not understanding and not seeing the big picture of the scene. When they don't know that there's a barrel in the left they won't use it. Make them see the barrel and they'll use it. You're their senses, so what you don't describe doesn't exist.

Let them add small details

The last paragraph is true with one exception: If your players suggest adding a small detail here or there, let them. Sometimes they'll need to spend a fate point, but only when it really is important. If, for example, they're in a combat and one of them asks if there's a barrel at the end of the market, ask yourself if it is logical to find one in there. If so, give it to them. Many a time, with these questions they try to ask you if their idea is good. If you'll give it to them many a time they will come with one of those legendary acts. As a rule of thumb, if it is useful to this particular scene only say yes.