Saturday night's game session turned into a bullshit session, and one of the topics that came up was sensory information - smells, touch, visual and audio.
It got me thinking - we tell the players what they see and often tell them what they hear, but how often do we tell them what they smell? (touch always seems to be the odd one out)
Even when I described my first crime scene, with the brains and blood having the appearance of raspberry jam, I didn't include the smell of gunpowder and copper that just wouldn't leave my nose even hours later. The visual is burned into my memories and is easy to bring forward, but the smells kick in on their own when something "dings" that memory.
Just wondering if occasionally adding another sense to sight and sound might be the way to immerse the players just a wee bit more...
(post 4k is next)
Things still to resolve for Felltower - Here are some issues we discussed but never followed all the way through on. I should get to these before we resume play, perhaps. - shield damage - weapo...
4 hours ago