Monday, October 14, 2024

Atmosphere

A common weakness in many dungeon masters is to focus on the immediate needs of their campaign, to find a module that can be quickly adapted before the next session, to produce an NPC's "backstory" in the hopes of producing a quick, short-term motivation for the party, or the ideal of a throw-it-at-them encounter that will distract the players long enough to give enough time to come up with something else. As a result, DMs often rush from instant solution to instant solution, always at the edge of feeling like if they don't come up with something in the last few hours before game time, they're sunk.

This mindset largely emerges from a failure to grasp the influence of artistic design, atmosphere and emotional depth... which in turn reflects the tendency to see these things as "non-applicable" precisely because they don't address the immediate problems of the DM. On the whole, these elements seem like luxuries when the DM's immediate concern is keeping the game running and the players engaged. They are intangible and difficult to quantify. A combat encounter or puzzle has clear, actionable components, whereas "atmosphere" is an elusive quality that defies definition.

This is largely because of the form of education we obtain; in general, our grade school teachers themselves were unable to explain exactly why we were directed to study Shakespearean plays or deconstruct poetry. Art, for most people, feels unproductive, useless and unnecessary; it expends time attempting to duplicate work that plainly others, who have spent more time at it, will always be more proficient than we are. The answer received, in turn, usually consists of a poorly-experienced teacher saying that art is a way of unwinding, relaxing, that it provides an escape and helps us forget about things, momentarily, that are actually important.


Continued on the Higher Path

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