Sifting from the Stream of Knowledge

Blog Hoard: Alyssa Visscher on Creating Engaging Scenes

Continuing my efforts to dig into blog posts that I saved as interesting, but hadn't yet dug into - I enjoyed reading this post on D&D Beyond by Alyssa Visscher. She has a focus and a talent for making ideas clear and understandable, especially for new DMs. As always, I'm summarizing for myself what the major points are to help me process it - and sharing here in case someone else might find it interesting. But there is a lot more great stuff in the post, so I hope you'll click through and read the whole thing.

How to Create Engaging Scenes for Your Players

Alyssa Visscher on D&D Beyond

In this post AV talks about how to set up and describe a scene so that the players have a clear sense of how they can interact with it - what their objectives and possible actions might look like. She says that a scene is actionable if after the setup (the DM's initial descriptions) "the players have a clear sense of their available choices". The post gives DMs (particularly new DMs) advice on how to achieve that. Throughout she builds an example scene involving a wererat.

My Thoughts

while some of this is common advice (but for a reason! It is very good advice), it is all really well written - and had some ideas I'd not seen before. I really like the prompt to connect how you're describing an element to what you had originally thought might be interesting and interactive about it - that's just good information design. I also liked the idea of using the Trap Triggers table for inspiration of what an item or action might do.

After I shared this on the Discord, there have been several conversations people gave a shoutout to published products where they liked the way the creator handled descriptions and locations keys, particularly Necrotic Gnome (most especially Dolmenwood) and the work of Sersa Victory. I ran Hole in the Oak and definitely felt like it game me useful details to work with. However, the layout is focused on efficiently presenting to the DM the key elements of the location (e.g. a dungeon room) in a structured format, with bold text and bullet points. It is more that it gives you good ingredients that focus on what players can interact with, but you’ll want to turn it into a description I haven't rune one of Victory's dungeons, but have heard good things. From a flip through of Shrine of the Jaguar Princess it looks to have a similar approach of terse but structured and actionable keys. A "here are the ingredients" approach to keying probably puts the DM in a better position to apply AV's tips (especially things that are likely to be contextual, like framing the goals) than fully written out box text.

I also have the Dolmenwood campaign book and have heard really good things about its hex stocking, so I need to take some time to dig into that. I also saw that Victory has a Kickstarter for a new dungeon going on now - maybe some hoard exploring warrants a bit of hoard expanding 😄.

#blog-hoard #explore-my-hoard