Lots of good advice.
In addition, don't forget about using all of the senses when describing the opening scene.
and so on.
Other people have talked about describing the monsters. I like to include little things like the worms crawling out of the zombie's ear or the drops of acid falling from the black dragon's mouth that hiss and sizzle when they hit the ground.
You can also describe actions in combat dynamically, and encourage people to describe their actions as well even going so far as to reward inspiration for a particularly good description. So when the ogre hits with an attack you are being smacked in the face with an old rotting log. When the bugbear barely misses, the spiked morningstar passes inches in front of the characters face.
Environments should be dynamic. PCs (and enemies) can tear down the old tapestry in an attempt to entangle their foes. People jump on top of or hide beneath tables. Chandeliers are made for swinging.
Of course don't forget the evil henchmen dialog. "You may defeat me, but Brog will paint the room with your blood" type of thing.
You don't want to get too carried away, but throwing this kind of thing in once in a while can really help.
In addition, don't forget about using all of the senses when describing the opening scene.
- The ground shakes when giants approach
- The fight is set in an old abandoned building, with choking dust and cobwebs everywhere. As you move around during the fight, you feel the floor give way ever so slightly and it may break at any moment
- Walking through the forest, the birds suddenly stop singing moments before the spiders attack
- The zombies reek, smelling of old rotting meat
- The dragon's lair smells of burnt flesh and charred wood
- The air becomes cold and clammy before the ghost materializes
and so on.
Other people have talked about describing the monsters. I like to include little things like the worms crawling out of the zombie's ear or the drops of acid falling from the black dragon's mouth that hiss and sizzle when they hit the ground.
You can also describe actions in combat dynamically, and encourage people to describe their actions as well even going so far as to reward inspiration for a particularly good description. So when the ogre hits with an attack you are being smacked in the face with an old rotting log. When the bugbear barely misses, the spiked morningstar passes inches in front of the characters face.
Environments should be dynamic. PCs (and enemies) can tear down the old tapestry in an attempt to entangle their foes. People jump on top of or hide beneath tables. Chandeliers are made for swinging.
Of course don't forget the evil henchmen dialog. "You may defeat me, but Brog will paint the room with your blood" type of thing.
You don't want to get too carried away, but throwing this kind of thing in once in a while can really help.