I know that as a GM you have to have some skill with your words to make the descriptions really come to life. However, as I think more and more about my next sessions, which are probably going to be steampunkish space fantasy-like with them travelling on aethercraft around the cosmos, I'm thinking of giving a lot more of the responsibility for creative and descriptive power to the players. For example:
GM: "You're approaching [Planet with some significance to John]... You've been here before, John... what do you remember about it?"
John: [Describes planet as an improvisation, ending up effectively creating the planet and its elements, probably giving me something to work with too, like a good NPC or a temple or faction or problem]
GM: "The jungle gradually thins out, and Jessica, scouting ahead, emerges first to see the old temple. Jessica, what does it look like?"
GM: "A signal fades in and out on your communications array.. you see an old, ruined ship just floating a decent distance away.. what's he saying? What happened?"
I have given increasingly "weighty" examples to illustrate roughly what I mean.
I've play tested Fate Accelerated a few times one on one, but this will be our first full experience with the system. The players are all decent and comfortable roleplayers, and I imagine Fate will give me a lot of room to adapt and improvise. That said, I have a couple of questions.
- Will this technique work for sandboxy, improvisation heavy games?
- How can I ensure this approach will engage and entertain the players rather than making them feel overly pressured?