Being more descriptive as a DM

Have any advice for me? Or know of any books that would help me in this department?
Read some children's books aloud (presence of child optional). Good authors cue you in with use of key words & phrases, particularly for dialog.

e.g.: "Crunchings and munchings!" -- a character, in three words.

The other nice thing about children's literature is that the audience hasn't been conditioned by hearing praise of certain overly verbose authors, so they get bored quick. If you emulate the descriptive pacing found in those books, you won't fall victim to Box Text Soliloquy Syndrome.

IMHO children's books by Lloyd Alexander and C.S. Lewis have much to offer an adult reader. I've heard great things about Heinlein's early young adult works, too.

Cheers, -- N
 

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Somebody mentioned closing your eyes - this will actually work and don't worry about feeling silly doing so. If it helps make you more descriptive, your players will be very glad you did so.

You have 5 senses. Use at least two in your descriptions.

The more important the setting, try to use additional senses. Even use that sixth sense, that feeling of fear or a sense of danger/dread that the PC's might be feeling (yes, being careful you don't over-control the PC's feeling).

Instead of only describing what is in the room, also describe:
  • the sound of the wind howling through the broken windows
  • the musty smell of a long abandoned room
  • the sudden and strange change of temperature when entering a new, mysterious roomor
  • the dampness from the water dripping down the walls of the caves
  • the tast of the blood from the monter you just killed, as the spattered blood trickles down your face
  • the best/worst mead you've had in a long time

etc, etc. None of these are too wonderful, but you get the idea. Adding dimensions to what you describe will let the players use their imaginations more.
 

Check around online for various dungeon and other RPG generators. Often they will generate some flavor text along with maps or whatnot. Some of this can be useful in reminded you what can be done or at least the extent of it.
 

There is a lot of great advice in this thread, it is hard to add more than what has already been said. I think for me, the things that stand out is to make a point to include more than a single sense, vary the senses you tend to use in your descriptions and not to go into too long of a monologue during your initial description. Just provide enough to set the atmosphere and then let the characters further explorations reveal more as needed.

Good thread.
 

I'm a big fan of visual cues. If you have a computer at your gaming table, have a library of images that you can whip out and show the players. "The room looks like ... This". or pictures of particular elements - a secret door or whatnot.

Handouts are your friend. Giving the players something tactile to play with will draw their attention in an instant. Gum ball toys are great for this.

And, (save the groaning) battlemap dungeons aren't a bad idea. Some people don't like them, but I do. Plopping down a predrawn battle map of the surroundings, complete with fixtures will give your players something pretty concrete to visualize.

Take a look at the Robot Chicken video podcast from WOTC for a good example of using a battlemap to focus the players and keep them focused.
 


Beware purple prose.

Really? I'd almost say that in this case, purple prose is fine. Sure, it's over wrought, but, at least it's emotive. Granted, totally unsubtle, but, then again, for most gamers I've met, whacking them over the head with the clue bat isn't a bad thing either.

I'd err on the side of too much, rather than too little.
 



Whenever I think of description I always think back to my high school English teacher. She used to say that you should never tell a reader/audience what they see but show them.

Try to use a lot of similes and personification in place of adjectives. You could also try reading some Tim Winton books, who I think does this very, very well.
 

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