During my Vaesen RPG game last week, I attempted to focus on Theater of the Mind (TotM). To put it simply, it was a fiasco. What made my efforts go down in flames?
Perhaps my greatest mistake was that I neglected the visual. Humans are visual beings. And our ability for spatial understanding varies from person to person. It is a skill that we can improve but it takes some practice. Normally my group uses a VTT and a grid, but, seeing that I was running a new system, I thought I would focus on the mental description. I think I was overconfident in my ability. After all, as kids in the 1980s, we couldn’t afford models and maps and we did just fine. Everything was in our heads.
Or was it?
I think I had some misconceptions about (or poor recollections of) TotM. In my overzealous desire to use mental images, I did three things that made our adventure more difficult. I would suggest that you avoid these three things when playing TotM. One, I played without being able to see my players or them being able to see me. Two, I was convinced that I did not need any visuals at all. After all, it was TotM and that means that it all has to be in your head. Finally, I did not have the scene fully created in my mind first. All of that spelled disaster for my TotM scenario.
What is Theater of the Mind (TotM)?
Theater of the Mind play refers generally to playing roleplaying games without simulating action with miniatures and maps. Instead, all of the action takes place in one’s imagination. It is truly economical because it requires no physical items to play. And you can build incredible scenes in your mind that you might have a difficult time producing on the table.
However, at least to those new to TotM, that does not mean that TotM is free. It has a real cost: you must pay attention. The more mental energy that a player invests in the scene, the more they will get out of it. On the other hand, if players are distracted, there are no visual clues to help remind them of what is going on. For TotM to work, players must paint the mental picture each round and communicate clearly. Yet, when players pay the price of attention and clear communication, TotM can provide wonderful scenes in your adventures.
(Please keep in mind that there is no rule that says that you have to play all games in TotM or instead use miniatures and maps. Instead, use the skills and equipment that best support your gameplay.)
Make sure you can see your players
The number one mistake that I made when trying to run Theater of the Mind that night with my friends was that I could not see them. Because our group is spread over long distances, we play online. That night the Internet was slow at my house and we could not get the video app to work while running the VTT. So I chose the VTT over video because I knew that I would need it in the scenes that followed the TotM combat.
That was the wrong decision. I could not see my players and they could not see me. Both of these problems worked against me.
Because I could not see my friends, I could not read their facial expressions. That meant that I did not recognize the confusion that I caused by my poor description until I could hear the frustration in their voices. It would have been nicer to see their responses to what I had said and be able to provide a better explanation.
On top of that, the players could not see me so I was limited to communication without body language. I even found myself using my hands as I described the scene but, of course, such movements were of no value.
As I went back and watched John Wick run a game of 7th Sea, it was obvious what I was missing. When you watch that video, you can see that Mr. Wick has made sure to have the video system running and that all players (GM included) can see each other.
On top of seeing their faces, the way that Mr. Wick set up his camera was quite telling. Rather than catching only his face, this GM pushed his camera back far enough to capture his hand gestures. He could then use his voice and movement to communicate the story. (I would encourage you to take a look at this video, it is a great example of GMing using TotM.)
So, if you want to avoid a train wreck of a TotM game, make sure you can see your players and that they can see you. If you are online like I was, your communication app is perhaps the most important one that you have. Don’t let your other apps take precedence. You need the visuals provided by being able to see each other.
Focus more on play than on the Theater of the Mind ideal
Find the mix of TotM and physical representation that works for you.
There is nothing inherently virtuous in either TotM or using miniatures. Rather than relying solely on one idea or another, use the tools that help you play and enjoy your game. There is definitely a benefit to being able to create any world or any NPC without having to buy (or create) a matching visual. However, in searching for ways to improve my TotM game, I noticed how much of the advice suggested using some sort of visual for some of your descriptions. Certainly, TotM can be done without any visuals (except body language) but use what you need at any given moment to make your communication clear.
Provide visual aids.
Avoiding the use of grids and miniatures does not mean that you cannot use any visuals. They say that pictures are worth a thousand words, so use them. We are swimming in a wealth of media that can be used to boost the imaginations of those at your table. There are so many pictures available online that can help you set the stage for your encounter. Providing a picture of the scene can help player imagination and give them an idea of the kinds of props that might be available to interact with. These pictures can also act as an impromptu map to show relative locations. A painting of a ballroom could give players access to stairs to make observation checks from or alcoves in which to use their stealth skills.
In cases where you do not have a map, you can still sketch out the layout using pen and paper (or a marker and a dry-erase board). Alternatively, you can use dice and whatever items you have on hand to make a simple map on the table. In a pinch, a book can become a hill and a bottle lid can become a column. You do not need to place any models on it. You are simply seeking to provide a simple overview. If the sketch or impromptu map starts to impede the pacing of your game, you can mention that fact and remove the object.
Are visual aids a limiting factor?
Some might argue that using pictures and maps (or sketches of maps) to convey an area will limit a player’s imagination. They might start looking at the picture for what is available rather than inferring it from the information given. I believe that is a real issue. Players like to have confidence in their resources without having to depend on the whim of the GM. When a player can see an object in a picture, they can use that as evidence that it should be available to them. They might also spend an inordinate about of time scanning the contents of the picture looking for some sort of advantage. Such reliance on little details is contrary to the spirit of TotM.
So, how can you curb this reliance on the contents of a picture or map? I would level with my players. I would tell them that the purpose of the picture is to prime the pump of their imagination. If they feel that an object should truly belong in a scene, then it likely does. In a circus scene, a character could easily have access to a number of things. Off the top of my head, I imagine there will be trained animals, fire, people, a trapeze, and a net. If I wanted unorthodox choices, there might also be a cannon and some predatory animals. So when a character wants to interact with these things, they are welcome to do so. That is one of the benefits of TotM play: your imagination is the limit. As that is the case, level with your players and let them know that you are hoping to build a rich world with them rather than trying to limit them.
Take time to get the scene solidly in your head
Sometimes, when I plan, I just don’t plan well enough. I come up with the idea for a scene and then think of a couple of brief ideas about it. I have the gist of it in my head but not much more. I don’t spend enough time trying to picture the scene and becoming familiar with it. So, when the time comes to explain it to others in the game, I’m at a loss. As one who struggles to keep pictures in my head, I can’t just see the scene in my head vividly enough to describe it well for my players.
In my case, I think it would be more helpful if I had a visual of the entire scene as it might appear in a book. Then I could search the picture to make a list of important parts of the room. I could then include sight and sound and temperature. Using the senses will provide a better picture for my players. On top of that, I would have a better grasp of the area and be better prepared when it comes time to describe the scene to others.
Don’t be afraid of box text.
Box text can get a bad reputation, but it can help a game master with TotM. In the best cases, the writer of the box text has done much of the heavy lifting in explaining a scene. Reading the box text can provide almost everything that the players need to imagine the scene in their heads as well.
However, not all box text is of equal value. As a game, master, it might be helpful to go through the box text and mark all of the most sensory words. This will help you get a picture of the scene quickly when you’re reviewing your notes. When those key features are in your head, you can use your own words instead of or in addition to the text. This will also help you as you make a color commentary from round to round for your players.
Consider putting the box text in front of the players.
Another problem with box text is its length. The listener can lose attention before the GM finishes reading it. To help players to pay attention you might want to give them access to the written text. As you read it to them (or get one of the players to read it out loud), the players will get both auditory and visual input. Basically, they have twice as many chances to understand it. Additionally, by hearing and reading it, they will pick up more of the important and descriptive details. Understanding the scene will lead to more choices.
Break up locations into identifiable zones but limit the number of zones
Unless a location is particularly small, then it will have more than one location within it. Even the small common room of an inn could be divided up into two areas. When I described the common room of the witch cat inn, I broke it up into two areas: the eating area with the tables and chairs and then the bar area where the innkeeper stood. This description helped the players anchor themselves to the common room. Some of them congregated at a table and another walked directly up to the bar. If you will provide each location with something that makes it different, then the players will be able to better envision the location in their heads.
Once you have your divided locations, describe how they are laid out spatially. In TotM, you will describe the divided zones in relation to each other. For example, “the bar is in the corner of the common room directly opposite from the front door.” Or you might say, “The fountain is directly north of the church and the market sits to the east of the fountain.” These directions help the players to put the scene together in their minds.
Keep your number of zones small. I would suggest no more than three or four. This will help the players keep them all in their heads at once. The only exception to that rule would be a location that the players are already familiar with. If that is the case, then the players have already put all the different locations in their minds. One example I can think of would be a sailing ship. Even those of us who live in the desert, are familiar with the general areas of a ship (even if we call them the front area, the back area, and the part with the mast). We might be ignorant of more locations than that, but we have those basic ideas in our heads. When that is the case, you can include more locations.
Conclusion
The next time I run a TotM combat, I will be better prepared. First, I will insist on cameras being on and will prioritize that app over all others. Second, I will not hold adamantly to the concept that everything must be in the imagination. I will provide visuals whenever that will best help out my game. Third, I will make sure to create a set of mental images in my mind. This will be assisted by box text or a bulleted list for each area. Theater of the Mind is about visuals and we are best off when we use whatever tools will help us to create that visualization.
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