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DM Resources Editorial

Greatest Hits 2012: How a Blind Player Improved Our Game

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2012. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Describing enough detail for a blind player to visualize in their minds what’s happening in a typical game of D&D is tough. It requires a vivid imagination and a good grasp on the creatures and places in the game. Doing it well requires practice. Unfortunately it’s not a skill that too many DMs or players possess. But that’s changing.

A lot of people have had a chance to delve into this kind of gaming experience through the D&D Next play testing. It encourages quick combat encounters that don’t use a map or minis. It encourages exploration through description and experimentation. In essence it expects you to describe places and actions as if there was always a blind person at the table. You may not have thought about it in those terms but it’s true.

It all comes down to details. DMs should stop making generalizations by giving something a title; instead describe the details. When you tell the players the room has a king-sized bed and a dresser and a table they’ll get that it’s a master bedroom and not a kitchen. So why use the term “bedroom” at all? Just describe the contents and let the players determine the function. The same goes for people and monsters. Don’t describe NPC by race and class; rather describe their attire, mannerisms, speech patterns, smell and personality. Let the players decide if this is a noble, a thief, or an adventurer.

By making the players use their imagination to take in a scene it will open their thirst for details. They’ll ask questions they never usually ask like what colour is the carpet or if they smell incense. When players can’t use their eyes to see a map or a mini they’ll fill in the blanks with the details the DM provides and likely add a few of their own. When this happens it will take your game to a whole new level of enjoyment.

From March 19, 2012, Dungeon’s Master once again presents: How a Blind Player Improved Our Game.

Categories
DM Resources Editorial

How a Blind Player Improved Our Game

I’ve heard a lot of people say that 4e is really just a video game turned into a table-top role-playing game. The game is too tactical and relies too much on the visual aid of a battle mat and minis. These criticisms always talk about the limitations and restrictions of 4e. I admit that the visual component is certainly important, but the game is certainly not limiting. D&D is so much more than what’s on the table.

When I recently ran an adventure at my FLGS a new player sat down next to me, introduced himself and told me he was blind. I wasn’t sure how to handle this news. I was concerned that I’d have to make significant adjustments to my game in order to meet the needs of the blind player. He was really good about it and just told me to do what I’d normally do but to be sure to describe things (like the map) so that he could accurately picture it in his mind.

This seemed like a reasonable request. After all, everything in the game is described in the adventure, right? Nope.