> "I'm concerned I might not be descriptive enough to capture their attention... Are there any ideas out there that might help me be more descriptive of the action?" One thing GMs can try is not dwelling solely on the action in descriptions. Players are used to being told what they SEE, but their other senses are ignored. I find that even veteran players get more 'into' a scene when they are told what they hear, smell, and feel. I usually keep the visual details light, but intersperse it with other senses. For example, everybody knows what a warehouse filled with mooks looks like; no need for 3 minutes of narrative from me. That bores players. But when they know that the interior smells faintly of machine oil, and a light breeze blows a whiff of propane to their noses, *that* gets their attention. Are those smells important? Are they old smells, or is there leaking propane in there right now? When they hear creaking boards and clinking chains echoing softly from deep inside the building, is it just the warehouse settling, or someone moving around? When the characters' neck hairs prickle up as they approach the creepy graveyard feng shui site, is it time for a HTNH roll, of just the GM's descriptive license at work? > "Or ... they fall into "Hack-n-Slash" momentum and want to go back to playing DnD." Just my two pesetas' worth... there aren't many games out there more "hack-n-slash" than Feng Shui! Granted, perhaps it should be called 'shoot-n-slash' or something, but D&D (which I have played devotedly for 20 years) has nothing on FS as far as mindless violence goes. So, simply put, I wouldn't worry about your players becoming Der Hackenslashers; players who enjoy that sort of D&D game seem to take VERY well to FS, in my experience. ("He's dead? I shoot him again!") > "How about ideas to get them into the fast action mood?" Sometimes it helps to have the NPCs display the kind of style you're talking about. If the PCs start getting sluggish or simply say "I shoot at him", have the NPCs start performing outrageous (but effective) stunts that put a smackdown on the PCs. They either start emulating the NPCs so as not to be outdone, or they become inspired by the tricks you're thinking up. My own players were like this. They tend to be a more cerebral group, and my D&D campaign is designed with as much character interaction as action. When we went from D&D to FS, it took them a while to liven up and get imaginative, but they caught on with some examples from my mooks.
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