The GM's attitude makes a huge difference in the players' style. Make efforts to draw them out, encouraging detailed descriptions of their activity. Remember, they have as much stake in the game as you do: Incorporate their descriptions of the environment into yours. If someone says "I swarm atop the table, then leap forward, grabbing the chandelier and swinging forward to deliver a powerful flying kick to the enemy sergeant!" don't be the guy who responds "Actually, this area is lit by candles on wall sconces, so you can't. Additionally, such an attack has a -4 improvised weapon penalty and your foe gets an attack of opporunity."
This doesn't mean that you encourage munchkins trying to unfairly seek advantage, instead rewarding cool play by eliminating penalties that might otherwise shut it down. If they don't serve to make things work better, toss 'em! If your PCs start abusing their newfound freedom, shut them down. "I may have said you could use frozen fish as boomerangs, but the supply of ideally curved fish has dwindled."
Additionally, concrete rewards make it easy to motivate your players toward more cinematic play. Give each player some tokens they can use to reward the other players for cool descriptions and heroic roleplay. Keep a few yourself, and let the players know they can only use the tokens given them by others, not the ones they started with. These tokens might represent extra "action points", bonuses to die rolls, free rerolls, or other minor benefits.
Dungeons (Any) (Traps)
The Nasty, Sinister Noble had a trap door in his chamber, one that he seldom needed to access. Accordingly, he built the door under the pedestal of a massive and extremely solid “evil leader”-sized bed he’d picked up cheaply from his emperor (who was upgrading due to the addition of several rubinesque harem members).
A mechanism was designed to raise the bed high off the floor (fortunately, the chains matched his décor), so that the trap door could be accessed. An easily found trap was placed on the trapdoor, which would cause the bed to slam down violently if anyone tampered with it. A similarly simple button was hidden nearby (The “button” nose of a charming, carven cherub, chained and being flogged by another such celestial being) allowing the trap to be easily disarmed.
Of course there’s a catch. The Nasty, Sinister Nobleman had a simple “housekeeping” enchantment placed upon the chamber. It dusts, sweeps, mends, and tidies up the place. Also, when the nobleman isn’t present to shut it down, it resets that button two seconds after the trap door is touched.
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