...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.