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*TTRPGs General
Being more descriptive as a DM
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<blockquote data-quote="Dungeoneer" data-source="post: 5238698" data-attributes="member: 91777"><p>Setting a scene is more art than science, unfortunately.  If you start trying to "be descriptive" you're liable to over-describe; detailing every single object in a room is deadly dull and your players are liable to tune out.</p><p></p><p>Taking a writing class might help.  They'll give you lots of good advice and practice on descriptive writing, which can be translated into descriptions at your game table.</p><p></p><p>But here's some general advice:</p><p></p><p>Maybe try describing just one or two specific details of an area, an object, a monster, etc.  "The ruined towers of the old castle are jagged and broken.  A gray mist creeps between the walls."</p><p></p><p>Make sure you're not focusing on the same KIND of details every time.  Don't forget about your other four senses.  For example, maybe you always describe things in terms of colors.  "The old castle is made of gray brick.  There is a red banner hanging over the gate."  Functional, but dull.  Bring in some other senses: "Above you a flag is snapping in the wind."  "These old ruins make your skin crawl."</p><p></p><p>One tool that you have as a DM that writers don't is that you can tie description into your game mechanically.  That mist could impede perception checks.  The walls could crumble when climbed. This would be known as the "show don't tell" school of description.</p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 5238698, member: 91777"] Setting a scene is more art than science, unfortunately. If you start trying to "be descriptive" you're liable to over-describe; detailing every single object in a room is deadly dull and your players are liable to tune out. Taking a writing class might help. They'll give you lots of good advice and practice on descriptive writing, which can be translated into descriptions at your game table. But here's some general advice: Maybe try describing just one or two specific details of an area, an object, a monster, etc. "The ruined towers of the old castle are jagged and broken. A gray mist creeps between the walls." Make sure you're not focusing on the same KIND of details every time. Don't forget about your other four senses. For example, maybe you always describe things in terms of colors. "The old castle is made of gray brick. There is a red banner hanging over the gate." Functional, but dull. Bring in some other senses: "Above you a flag is snapping in the wind." "These old ruins make your skin crawl." One tool that you have as a DM that writers don't is that you can tie description into your game mechanically. That mist could impede perception checks. The walls could crumble when climbed. This would be known as the "show don't tell" school of description. [/QUOTE]
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