Monday, December 21, 2020

When You Should (And Shouldn't) Rely on Theater of The Mind

A conversation that never seems to lose steam is the argument between representational game masters (those who use a map, minis/tokens, and either marked or 3D terrain), and those who prefer to operate purely in theater of the mind. While participants may often agree to disagree, or make some valid points during the discussion, this can sometimes generate some... less than helpful commentary. What's even worse is that often those who are arguing are actually talking past each other, rather than each discussing the same substance.

So this week I thought I'd share what insights I have on when you should rely on theater of the mind for your games... and when you definitely should not.

It will save you a LOT of frustration.

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We Already Use It For a Majority of The Game


The bulk of an RPG is conveyed using theater of the mind. No one puts out a map and makes you track your mini through the town as you talk to NPCs, buy and sell gear, etc. As a rule, game masters don't rigorously draw out portraits of everyone you pass on the street, and keep perfect representational track of everything. They talk, paint a picture of the scene, and you all pass it around narrating your characters' actions and contributions.

In short, theater of the mind works best when you can deal in generalities. If you don't need to specify that the tavern is in a 20' by 30' space, or specifically where the support columns are in the crypt your party is skulking through, then there's no reason to draw it out. As long as everyone at the table has the same, general impression and understanding of a scene, then you're good to go!

The barkeep looks annoyed. Yeah, like that.

This is the mode that we run the bulk of any RPG in, and most of the time no one even suggests that we do otherwise; it would add nothing, and cost a lot of time and energy.

The conversation always seems to shift when it comes to combat, though. Because when it's time for folks to roll initiative, and for strategy to come out, you need to ask exactly how clear the image everyone has to share needs to be in order for the game to remain fair to all persons concerned.

Specifications Exacerbate Confusion


For a perfect example of how specificity creates problems for pure theater of the mind, consider movement speed. If your character can only move 30 feet as a move action, and that movement is hampered by difficult terrain, obstacles, moving diagonally, etc., you need to know whether or not your can reach the enemy in order to attack. Saying, "The enemy rushes in from the shadowed doorway across the crypt!" does no good if in the GM's mind that doorway is 50 feet away, but in the player's mind it should be no more than half a dozen running steps.

This gets more frustrating the more complex a situation is. When players need to know whether they (or the enemy) have the benefit of cover, whether they have line of sight or line of effect, if there's anyone or anything between them and the enemy, etc. Players may even get suspicious if the GM always declares that the enemy has cover, or that they are always just outside of effective range of an ability.

Hence using a map to represent where everyone is, what obstacles are in the way, and ensuring that everyone has an objective representation that is not open to interpretation, or fudging one way or another. It puts everyone immediately on the same page, and players can do their own math regarding distance, sight lines, flanking, etc., etc.

No, Ashley, you don't have cover. What do you mean why not?

The more specific a game is when it comes to measurements and conditions, the more likely it is you will need a map in order to run combat smoothly. Everything from spells that have a specific radius or diameter, to weapons that require specific ranges, to knowing where bright light ends and shadows begin, are all signs of a game that was designed to be run representationally rather than with pure theater of the mind. Simply because communicating exacting measures and specifics can be exhausting when you're trying to make everyone imagine the exact same scenario in detail, rather than in the broad strokes.

It's sort of like keeping a chess game in your mind. Most of us can picture the board at the start, but how many moves in before we forget where the knights, bishops, and pawns have ended up entirely?

The more cinematic combat is supposed to be in your game mechanics, though, the less dependent on maps, minis, or even a basic whiteboard drawing you'll be. Games like Feng Shui 2 are a perfect example, because they're designed for fast-paced, action-movie style flow that's not concerned with ranges and explosion diameters, but more with the feel of a fight scene in general. While not perfect by any stretch of the imagination, it is very specifically designed not to need a map, so adding one won't actually help all that much when it comes time to throw down.

Don't Remove Load-Bearing Beams


I understand the desire lots of game masters have to simplify things, especially in complex systems where it can seem like there's just so much clutter. Not only that, but customization to create a unique experience that suits you and your table is a long tradition in the hobby.

With that said, you don't take a dump truck and try to tear it down to be a race car. There is only so much you can do to customize a game's engine, and if the engine was built for one purpose, then attempting to modify it to do something it wasn't intended for is more likely to cause frustration for you and your players instead of providing an enhanced experience.

Nowhere is this more true, in my experience, than game masters who want to lighten the load and mood of a rules-heavy game, so they do away with the map and minis to make things feel more cinematic.

Can you do it? Absolutely, it's your game, do as you please. But I'm telling you that you'd be better off playing a more rules-light game that's meant to use theater of the mind for its combat in this situation, in much the same way you'd be better off with a Ferrari than a bulldozer come race day.

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2 comments:

  1. I learned how to play D&D in 1985 with Theater of the Mind, and it's been the primary method I've DM'd with since then. We tried using maps and minis but that just seemed to slow my group down. I've been with most of this same bunch for over 30 years and using maps and 3D layouts for us was just too time consuming. In my current set up we play in my living room in a sort of conversation pit with three couches and the chair from which I DM. There are only two small tables, one for snacks and one for my materials. I've honed my descriptive abilities to what I think (and my players think) to a pretty fine point because this is the way we've always played. I have players who make a two and a half hour drive one way to play in our reindeer games, so I guess I'm doing something they enjoy.

    I know it's not the style a lot of people enjoy and I'm not trying to push it as being better than using minis and terrain set ups. I've had people come in for a session or two and they just couldn't "see" things without the figures and our method just wasn't for them, and that's fine. But it's been the way we've played for three decades and it's what works better for us than any other method we've tried.

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  2. Aphantasia (lack of a minds eye) is another factor to think about even with it being at 1-2% of people. The GM could perfectly describe every aspect of a room or area and only thing the person with Aphantasia might remember is number of monsters to fight, not what they look like, the location, anything. Granted even the name for Aphantasia only happened in the last 5 years so very little people know about it even now.

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