Issues with on-the-fly description

KrazyHades

First Post
Alright, to start I'm not a very experienced DM. I've DMed during a couple summers, and I sorta-know most of the info in the books, but sometimes I don't make a very good on-the-fly description of something that's happening.

One thing that really helps me is to intentionally slow down how quickly I'm talking, but I wanted to know if there are any good strategies from other experienced DMs out there. After all, I want to provide the best experience for my players, and making up a shoddy, possibly repetitive description isn't enjoyable for them or for me.
 

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Are you talking about being repetitive with things like "The orc attacks you?"

There are many other ways to say that, or to embellish it, but personally, I wouldn't worry about it too much. Plenty of the fun comes from everyone's interactions with each other, and the drama of the dice rolls. Its not such a big deal if you use the exact same phrase "The orc growls and swings his scimitar at you." two rounds in a row.

Possibly, if you're that self-conscious about it, it might be blocking some of your creativity. Frankie says Relax!
 


There's a simple response: steal a scene from a movie.

You and I will describe the same scene in different ways, so unless you put in obvious details ("the sign reads "welcome to Jurassic Park"") your players won't know what's going on. Also, since you have the idea in your head, there won't be conflicts between what you said one round and what's happening the next ("you said there wasn't a ledge here, but now there is!").

Photographs are also a nice place to start, but can be a crutch. If you show your players a picture of the amazon rainforest, it's a good way to make them associate your setting with what they already know about jungles.

Another good idea is to try to think of something that appeals to at least three senses: how does the jungle look? Is it bright? How does it smell? Like damp earth and leaves. How does it feel? Well, humid, and uncomfortably warm. What sounds are there? Birds calling out, monkeys.

After thinking of those, you can start adding things: monkeys screaming at the PCs. Birds and bats breaking through the undergrowth. A gentle rainfall as it hits the leaves. The soft feel of the earth underneath the PCs' feet.

Once you can think of three or four features, you're set. But remember - you can go overboard. If your description takes more than a minute or so, you've gone too far.
 

Practice. Grab some pictures and timer, and try to vividly describe the image in thirty seconds or less. Alternatively, find some modules online, read the information about an encounter, than practice describing it without the pressure of people watching you.
 

The five senses. Taste, touch, smell, see, hear. How does something look? How does the dungeon room smell? What sounds do you hear? How does it feel when you touch it? Does the air/food/poison/whatever have a taste?
 

KrazyHades said:
Alright, to start I'm not a very experienced DM. I've DMed during a couple summers, and I sorta-know most of the info in the books, but sometimes I don't make a very good on-the-fly description of something that's happening.

One thing that really helps me is to intentionally slow down how quickly I'm talking, but I wanted to know if there are any good strategies from other experienced DMs out there. After all, I want to provide the best experience for my players, and making up a shoddy, possibly repetitive description isn't enjoyable for them or for me.

When describing a scene it might be good to save the most important bit for last. So, describe a rooms mundane aspects first, and describe the ogre eating mutton in the middle of the room last. If you mention the ogre first, everything else after that will not be heard since everyone will be hyped for the fight.
 

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