Ban Gamespeak (TCG)

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There exists a tendency in adventure gaming for both the DM and the players to sacrifice the color and richness of roleplaying for the expedience of advancing the game. The DM forgets that he is a storyteller and becomes a rules judge. The players forget that they are characters in a drama and behave like board garners calling out combat results. Instead of talking descriptively about actions and their outcolnes, the participants refer to dice rolls and game statistics. An exchange might go:
: DM: "The orcs see you and advance 20 feet to attack. Somebody give me an initiative roll."
: Player one: (rolls dice) "Drat, only a three. "
: DM: "Still beats my one. What's going on now?"
: Player one: "My fighter Bruno attacks with his + 1 sword."
: DM: "OK, he needs a 13 or better to hit, and the magic user needs a 16 if she uses her weapons. " Player two: "No way! Wanda zaps with her magic missiles. Aw, only six points of damage from both missiles."
: Player one: "Bruno rolls a 16 and does seven points of damage, plus one for the sword and another one for Strength, for a total of nine. Since ores only take eight points of damage max, one of them is aced!"
: DM: "OK one ore is down from Wanda's missiles, but the one Bruno hit takes his points and keeps on coming and does 11 points to Bruno. "
: Player One: "Let's get outta here! Bruno's only got one hit point left."
: Player Two: "Tough break, Bruno. Wanda whips out her wand of fear while Bruno makes for the door."
The action comes across, but without any particular emphasis on the setting, the characters, or their foes. Wanda and Bruno are played as generic characters who encounter a band of equally generic monsters. One set of numerical statistics has met another and exchanged a round of randomly generated numbers. Now try the same encounter with a little color and role-play.
: DM: A pair of heavily armored, low-browed humanoids round the comer. They see Wanda and Bruno and they don't look happy to see them here. The big one growls out something that sounds like orcish to Wanda"
: Player two: "What did it say? Wanda knows the are language enough to make out basic words."
: Player one: "Yeah, what?"
: DM: "'Surrender or there'll be trouble if is all you can make out."
: Player two: "Wanda drops to her knees and starts to plead for mercy, wringing her hands together. She tries to get Bruno to do the same."
: Player one: "Bruno will never surrender to are scum! He charges the largest are, swinging the mighty Calabash over his headin a deadly arc!"
: Player two: (sighing) "Wanda Will also trying to disguise the somatic part of her Sleep spell like she did with the gnolls. "
: DM: "The big fellow charges Bruno while the little one warily approaches Wanda He seems to be indicating that any attempt to aid her companion will end badly. Bruno's attack roll must beat least 13 to effect his foe. If Wanda wants to attack her opponent, she must roll a 16 or better."
: Player one: "The glowing blade of Calabash slices through the air and connects solidly with the are for a mighty blow. Bruno's opponent loses nine hit points!"
: Player two: "Wanda stays on her knees and continues to wring her hands and cry, but she has changed over to her magic missile spell. When she releases it, the missiles inflict six points of damage on her foe."
: DM: "Wanda's missiles strike the smaller humanoid, flinging him backwards like a rag doll until he strikes the passage wall and collapses. Meanwhile the larger creature seems to shrug off the damage done by Bruno. Its own hideous weapon crushes the fighter, reducing Bruno's hit points by 11 and forcing him to his knees. "
: Player One: "Even though Bruno is nearly done in, he drags himself towards the exit. He knows that Brother Albert can heal his wounds."
: Player Two: "While the monster's attention is still focused on Bruno, Wanda readies her wand of fear and prepares to speak the words that will unleash its powers."
Again, the second passage emphasizes the descriptive, or storytelling, nature of the game. Die results, statements of intent and tum instructions are woven into the story that the DM and his two players are mutually creating, but the story takes pre-eminence.
Although both the DM and the players share the responsibility of telling the story and avoiding the crutch of gamespeak, the DM must shoulder an unequal portion of the burden. As the OM he must encourage his players to speak in character and take part in the tale's telling. The more the OM makes use of descriptive phrases the more the players will also. The words he chooses sets the tone for the game. If the DM speaks in technical jargon, the players will also.