D&D General Read aloud text in modules: What are folks opinions about read aloud content?


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...I was running this idea past some GM's I know and feedback was that while the longer read aloud sections are not for everyone, some really appreciate it even as inspiration if they don't read it aloud word for word, and others enjoy reading it even if they never actually run the modules (many folks enjoy them that way also) as it helps bring the moment to life. Thoughts? Regarding length, does the first paragraph of this post feel like a reasonable amount? How long is too long? How about daytime and nighttime variants where relevant?

I've had to convert some modules for my campaign over the last few months. Often, when I've found myself more selective of read-aloud text, I simply rewrite them since I'm already repurposing other sections like stat blocks, replacing checks from one game system with the equivalent from another and so on.

People tend to only retain a finite number of details when listening, so if read aloud blocks are a part of your presentation at the table, shorter, while not becoming vague, I've found is a pleasant spot. If you like to embellish or improv in-the-moment, the key writing in the module/your notes needs to be muscular enough for you to do that.

There's a number of different avenues to get to above, and suggestions on what kinds of details to include and what to cut in keys, but that could be addressed as a different topic, and would include a range of valid preferences in style and format that table runners like.

Sometimes campaigns can benefit from a slightly longer introduction, or in the case of a set piece, it can heighten a dramatic moment. You might have a slightly longer passage for an NPC monologue as an example.
 


Depends on how it's done. Short room descriptions are useful, but leave details in the non-boxed text. It should be long enough to give players ideas of what actions they want to take, but short enough to be spoken in only seconds. I personally hate having monsters in the box text, however, since they may not still be there by the time the party arrives.

Boxed text for events is a double edged sword. It might be necessary to convey exactly what happens, but it has to be for an event so short that the players can't interrupt. Nothing annoys players more than a cut-scene, where they're just an audience. Describing how the bbeg is pulled down into the abyss by demons is cool... forcing the players to listen to the bbeg monologue is not.
 


I agree that it should be short enough to get the ideas across and leave some places for investigation. I recall the old Dungeon Magazines that has a whole page of introduction and those are too long.
 

Good read-aloud text makes running adventures much, much easier.

There are lots of examples of bad read-aloud text.

But I've seen many examples of no read-aloud text that are dismal to run. Not everyone is good at improvising descriptions.

In general, you can use longer read-aloud text to set up the adventure or an environment where there isn't an immediate threat. But it's main form should be quite short, drawing the players and DM's attention to what is important in the area.

You don't need read-aloud text everywhere. Plenty of areas are simple enough without it. But when it's done well, it distills down the essence of a room to a form the DM can easily communicate to the players.
 

I always disliked being told what I felt or did. I prefer just being told what I see. That has always been my biggest issue with read aloud text.
This.

I will not abide read aloud text that tells the players how their PCs feel, think, or speak. That’s not my purview as DM. My general rule is to avoid saying the word “you” when describing scenes or adjudicating actions.

I will read text that briefly explains a few evocative details about the scene so the players then have something for their PCs to interact with. I appreciate the inclusion of such text in published adventures so I have less prep to do.
 

It's good for new DMs. It gives them some hand holding while they develop their own style. Preventing them for being at a loss for words or direction.

But like any crutch, it should be dropped after a while so they can stand on their own.

Also, the longer a campaign. The less likely the read out loud will be correct. You can't have a king say "thank you for saving the princess and staying the goblins" when they managed to somehow get the princess and goblin married.

So if I where designing a module, I would have read out loud in the start, then drop to bullet points in the middle, and NPC motivations at the end.
 


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