Hi All!
I’d like to read your opinion on narration in WFRP 3ed, especially during all kinds of fights.
Why such a topic? Well, first of all game mastering is mostly about narrating. Of course some groups prefer to have more “gaming” in their sessions and the whole storytelling aspect isn’t so important for those players. Putting that aside, one can state that good GM is the one who can drag players completely into the story. I’m almost sure that ability to make juicy, gripping, novel-like descriptions without losing game flow makes one a great Game Master, even if he doesn’t know all the rules or his adventures follow very much the same pattern.
Second of all, lots of articles were written concerning the problem of smooth narration and still most GM can’t do it in a way they would find it satisfactory. It’s especially hard during combat sequences, when on the one hand narration should be fast-paced and on the other hand GM has to keep track of very detailed game mechanics. However WFRP 3ed introduced rather new approach to storytelling and describing PCs actions – due to its revolutionary dice mechanics it combines the storytelling aspect of RPGs with gameplay. Emphasis on narration isn’t achieved by cutting down mechanics or by simplifying gameplay (like in SW for example), but by “every die tells its story” approach. Examples in rulebooks show how GM or a player can interpret dice rolls (mechanical aspect) to give more colors to the story (narrative aspect).
However it doesn’t work that good in practice, as it looks in theory.
For my last game I decided to run short&easy travel episode. PCs get on the boat, swim up the river for few hours, then they almost crush into the shipwreck (1st Encounter). Capitan decides to search the wreck and while PCs do it, undeads attack them (2nd Encounter). After the fight wreck starts to sink and PCs have to run for their lives (3rd Encounter). I thought that the game will take up to three hours, with undeads’ attack lasting circa an hour, hour and a half. I took a lot of time preparing props, creating fight’s script to have everything under control, I even scripted the whole scenario, to have some descriptions or dialogues ready when I’d need them.
What I’ve ended up with was four hours and a half long session with almost three hours fight and unfinished adventure. After first hour of fighting it was impossible for me and for the players as well to keep up juicy descriptions, so the fight turned into emotionless string of actions’ declarations and dice rolls, then the time pressure successfully killed the rests of the mood and what was meant to be an exciting, thrilling episode became tiring & boring necessity.
So here’s the question – what should GM do, to prevent such a turn of events? Or in detail – how can you make storytelling easier using WFPR 3ed’s mechanics? How do you do that? What are your tricks?