Whenever I'm running or playing a game, I consistently run into an issue of setting atmosphere. I've realized the best way to do this is through more effective, engaging descriptions of settings, ...
I'm running a game that's best described as "medieval fantasy," in the sense that we're actually trying to have the lives of people in the setting strongly resemble the historical Middle Ages. There ...
As a GM, I'm not sure whether should I try to avoid 2nd person narration whenever possible. For example, instead of saying, "You feel a chill in the air," would it be better to say, "The air grows ...