Descriptions in games

Crothian

First Post
Nothing like a book to get me thinking on a topic. THe book in question is Bits of Darkness Dungeons by Tabletop Adventures. I just reviewed it and it got me thinking that my descriptions in game are pretty lousy most of the time.

THe book offers descriptions of dungeon rooms, hallways, stairs, etc. It is desaigned for people who don't have tiome to come up with them themselves. also, many DMs like myself usually only give good detail on important rooms. I fault I need to fix.

So, how are the rest of you on descriptions? Do you create them ahead of time or do you make them up as the players enter the rooms? I mostly ad lib my own descriptions.
 

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I have the advantage to live in europe. A town that was founded 50 BC lies twenty miles away. I went to a university that was founded in 1311, they still teach in some of the original buildings. I've visited more medieval churches, castles, villages and ruins then I can remember, in most countries in europe. I've seen restored torture dungeons, 've been in roman mausoleums....
When I describe a scene, I almost allways do it from memory. Bits and pieces of rooms, frescoes that I noticed, paintings. I make it up as I go along, and note it down so I'll describe tha same room the same way twice.

You should come over, Crothian, I'll show you around ;).
 


I have done things both ways. Full written descriptions take time, but they are fun to do, and fun to have on hand. I do it when I feel like it.

Other times, I just have bare bones contents notes, and maybe a few adjectives jotted down. I like descriptions, but I can spin them out when I need to without writing them first.

I love to have props on hand. Having a pic of a cave mouth (National Geographic is great!) to show, or a drawing of a ship, or a photo of a piece of jewelry, is a perfect adjunct.

Gilladian
 

Crothian,

I used to have the same problem. So in an attempt to fix it I started describing everything. My game slowed down as a result (and being 3e this meant we got nowhere). Then one of my players told me that some of the other players thought I used too much description, and that was when I realised my mistake.

Dont describe the normal rooms more, describe the important rooms less. Pretty much all you need is a feature for the players to remember the room by. This can be an occupant (dead or alive) a decorationor whatever. Aside from room lighting and contents, you really only need to use the other senses when somthing obvious to the senses changes. This will save your mind when it comes to description...

Aaron.
 

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