D&D General How to Reduce Your Own Chatter

  • Thread starter Thread starter Guest 7034872
  • Start date Start date
It's a tough one because the players only know what you tell them, so you have to give them the relevant details. But, as you say, you don't want to just jabber at them.
Yep, that's my new balancing act.
Look at modules and their block text, call-out text, read-aloud text and find ones that you like, then try to emulate those. Also, look at books, blogs, or articles about writing fiction. Especially how to handle description. Quite often they'll suggest sticking with no more than 3 pieces of information about a given subject (person, painting, room, etc). If it's important, mention it. But the details, the color of someone's hair, eyes, clothes, jewelry, shoes, fingernails, toe jam, etc aren't necessary...unless they are. The flip side is to not only point out the really important stuff because your players will learn that you only mention the important things and immediately know where to go and what to examine closer. It really is a juggling act.
So less Joyce and more Hemingway, is that it? I think I can work toward that.
 

log in or register to remove this ad

I noticed I too often interrupted players with descriptive information that I thought important but that I suspect they really didn't need.
One obvious suggestion here is just not to interrupt the players (unless it is something they have clearly overlooked like "that orange stuff on the map that you just put your mini on is lava"). Let the players finish talking. If you still feel compelled to add something when they are done, go for it. But I am guessing in many cases after a pause you will recognize that what you were going to add is not all that important.
 

One obvious suggestion here is just not to interrupt the players (unless it is something they have clearly overlooked like "that orange stuff on the map that you just put your mini on is lava"). Let the players finish talking. If you still feel compelled to add something when they are done, go for it. But I am guessing in many cases after a pause you will recognize that what you were going to add is not all that important.
Right. The problem I'm running into is that I commit the faux pas before even realizing I've committed it, so what I'm looking for are mental/behavioral tricks for stopping that overenthusiastic part of my brain before it gets going.
 

You've got a good first step - recording yourself and reflecting on your DM performance after a session is going to be a good reminder of the things you don't want to do. Just like teachers watching recordings of themselves to see how they screw up in the classroom (also while it's painful to watch yourself sometimes it's really useful).

For this specific instance remind yourself to hold your tongue while the players are discussing amongst themselves. You'll also probably find that you'll naturally reduce your descriptions a bit as the game progresses and you have a better feel for how your players are viewing the world you're describing.
 

You've got a good first step - recording yourself and reflecting on your DM performance after a session is going to be a good reminder of the things you don't want to do. Just like teachers watching recordings of themselves to see how they screw up in the classroom (also while it's painful to watch yourself sometimes it's really useful).
Had I not made the recordings, I don't think I ever would have noticed my errors. It's funny, though--with the recording it's perfectly obvious. Life with vs. without a mirror, I guess.
 

Yep, that's my new balancing act.
Good luck with it.
So less Joyce and more Hemingway, is that it? I think I can work toward that.
Well, stream of consciousness is generally blather, so yeah, that's the opposite of what you're after. At least Hemingway uses punctuation. So there's that.

Find strong verbs, stick with 2-4 details each, don't interrupt your players, don't let your players interrupt you, end a description with the big memorable reveal. You'll do fine.
 

Training oneself to be succinct isn't easy, but necessary in both this game and in life. Bullet points instead of boxed text can be useful here (if you typically prepare boxed text). Players need just enough information to make a reasonably informed decision and nothing more. One thing to remember is that establishing the feel and color of a fictional place is done brick by brick over a longer period of time. Small details here and there build upon themselves. No need to get it all out on the front end. People just won't remember it.
This is great advice. To build upon it I'd suggest starting with brief descriptions, for example items in a room, and then waiting to see what the players choose to interact with. You can then go into greater detail on those specific elements of the scene which then gives them more to react to/explore.

As an example if describing a room my players have just entered I'd give them something like this. "Inside the room you see it appears to be a living quarters. There's a bed against the far wall, a dresser, a small table by the bed and a desk and chair. Hanging on one wall is a painting." Short and to the point. Then if a player expresses interest I'll add pertinent details. How many drawers the desk has, is it plain and functional or ornate. Is there anything of interest atop it.
 


2.) Use silence and pacing - We often worry far too much about what we're saying and not enough about how we say it. Slowing your speech, or inserting pauses at the right time, can take a description from sounding like a shopping list to being evocative.
Great advice overall, but this one is so fundamental to storytelling – and translates very well to DMing – that I wanted to give it a hearty emphasis. Those lulls of silence can give players time to think and encourage quieter voices in the group to speak up. Couldn't agree more.
 

Get a conch. Pick it up when you're talking, and set it down when you're done. When the players are done talking, you may pick it up again.
Dude, I LOVE this idea!!! Seriously, thank you! This is exactly the sort of mental trick I was missing. Now the impulsive part of my brain only gets to act when my frontal lobes specifically, consciously say so. An excellent device.
 

Remove ads

Top