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My group thinks my descriptions stink!!
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<blockquote data-quote="Zappo" data-source="post: 2766168" data-attributes="member: 633"><p>Here are some of my tricks:</p><ul> <li data-xf-list-type="ul">Most places - dungeons, forests, towns, whatever - have a definite feeling. For example, a forest may be characterized by the sound of wind rustling the leaves, the presence of some typical animal, and the colors of autumn. Make a big point of these details the first time the party approaches the location, and then drop them every now and then into the descriptions of specific places within the location.</li> <li data-xf-list-type="ul">When describing a room or area, describe things in order of apparent relevance - the order in which the characters would notice them. First, a rough description of the room's shape and size (no more than one brief sentence). Then, any large or unusual content, as well as exits. Details can follow, but they are optional; decide according to the players' mood. They can always ask for details if they want them.</li> <li data-xf-list-type="ul">Anything that is unexpected takes precedence. If the room contains unexpected things or creatures, place them immediately after the room's shape and size.</li> <li data-xf-list-type="ul">Danger takes precedence over everything. If the room contains anything that is obviously dangerous, such as a monster or a trap springing just as the party enters, then you should describe the room's shape very briefly (a few words), then describe the danger, and nothing else. If there are large or unusual objects, you can describe them briefly while you set up the combat or call for Reflex saves. Any other detail must be described after the combat unless a player specifically asks about it.</li> <li data-xf-list-type="ul">Describe smells and sounds. Remember that both tend to carry a good distance from their source. A roomful of corpses will be clearly felt in adjacent rooms, even if the door is locked. Same thing for singing orcs. Just don't overdo it. Characters touching something will notice texture as well, and if it is unusual you should mention it.</li> <li data-xf-list-type="ul">The same rules apply to describing creatures, of course. Size and shape first, then potentially harmful features, then other details. Smell and sounds included.</li> </ul><p>Also, if you have a written description - the typical boxed text - do not read it aloud. An average person reading is monotonous and can even be hard to follow. It takes some skill to avoid this; you're better off reworking the description in your head, or getting most of it into your short-term memory and saying it while looking at your players.</p></blockquote><p></p>
[QUOTE="Zappo, post: 2766168, member: 633"] Here are some of my tricks: [list][*]Most places - dungeons, forests, towns, whatever - have a definite feeling. For example, a forest may be characterized by the sound of wind rustling the leaves, the presence of some typical animal, and the colors of autumn. Make a big point of these details the first time the party approaches the location, and then drop them every now and then into the descriptions of specific places within the location. [*]When describing a room or area, describe things in order of apparent relevance - the order in which the characters would notice them. First, a rough description of the room's shape and size (no more than one brief sentence). Then, any large or unusual content, as well as exits. Details can follow, but they are optional; decide according to the players' mood. They can always ask for details if they want them. [*]Anything that is unexpected takes precedence. If the room contains unexpected things or creatures, place them immediately after the room's shape and size. [*]Danger takes precedence over everything. If the room contains anything that is obviously dangerous, such as a monster or a trap springing just as the party enters, then you should describe the room's shape very briefly (a few words), then describe the danger, and nothing else. If there are large or unusual objects, you can describe them briefly while you set up the combat or call for Reflex saves. Any other detail must be described after the combat unless a player specifically asks about it. [*]Describe smells and sounds. Remember that both tend to carry a good distance from their source. A roomful of corpses will be clearly felt in adjacent rooms, even if the door is locked. Same thing for singing orcs. Just don't overdo it. Characters touching something will notice texture as well, and if it is unusual you should mention it. [*]The same rules apply to describing creatures, of course. Size and shape first, then potentially harmful features, then other details. Smell and sounds included.[/list] Also, if you have a written description - the typical boxed text - do not read it aloud. An average person reading is monotonous and can even be hard to follow. It takes some skill to avoid this; you're better off reworking the description in your head, or getting most of it into your short-term memory and saying it while looking at your players. [/QUOTE]
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