D&D General Stop Yapping, Start Playing: Trimming GM Descriptions

DinoInDisguise

A russian spy disguised as a t-rex.
I want to write something verbose about verbosity. How GMs talk too much and accomplish too little with all their yapping. If you've ever caught yourself, or a GM you play with, describing a room in painstaking detail, only for the players to stare blankly or ask a dozen questions that were already answered, it's a wee bit inconvenient. It's a flaw in our award-winning flowery prose.

Over-description can actually be harmful. Yet the internet is full of advice insisting you hit all five senses when setting a scene.

Here's the problem.​

Let's talk about cognitive load theory, and why almost all players stop caring after your third sentence. Cognitive load theory suggests that when information exceeds of our mental processing capacity, retention and engagement decline. In TTRPGs, this means players may struggle to absorb and remember details after a certain threshold of description. It actually extends beyond that, but we will limit it to description for this discussion.

We can look at an example of flowery prose in scene setting to get an idea here. In this I won't even get to all five senses, but will still far exceed many people's ability to retain the details. Details we likely had no plan to revisit later, so they were extraneous from the start.

You step into a grand hall, immediately the scent of aged oak and faintly bitter wax curls into your nostrils. Those scents mingle with the lingering perfume of lavender from a vase long forgotten on a marble pedestal. Sunlight slants through towering stained-glass windows, fractured into kaleidoscope-like light shows on the polished stone floor. A floor where intricate mosaics of mythical beasts and interlacing vines seem to writhe beneath your feet...

And I lost you. Well, some of you. Maybe even most of you.

Here's a solution.​

Law of closure posits that humans tend to perceive incomplete things as complete. By providing partial sensory cues, you can prompt the player's brain to fill in the gaps, kind of like dino DNA in a famous movie. This creates a cohesive mental image without the need for exhaustive descriptions.

This means you need very little relative word count to get the same effect. Here's another version of the above description;

You step into a grand hall. The scent of aged oak and faint lavender drifts through the air. Sunlight slants through tall stained-glass windows, fractured into colors across the polished stone floor. A chandelier sways gently above, casting flickering light over the walls. Somewhere, water drips; somewhere else, a faint scuttling sound.

Effectively, this description is the same as the one in the prior section. The only difference is where we stopped talking. In the first one, we simply overstay our mental welcome. Well in the second, we stop after details we feel are needed.

By shortening our descriptions, we engage the player's imagination. Players actively participate in constructing the scene, rather than passively absorbing walls of description. And this doesn't affect continuity, because the required details can still be presented, while anything beyond that can be clarified with player questions, allowing them to guide the scene to their interests.

Here's my take.​

This allows you to get really creative in your prep. You can do weird things, like assigning three sensory motifs to monsters, places, and other things. These guiding traits can be prepped with little time investment, and then be reused to create a sense of belonging and familiarity. An example for a monster would be; a towering reptile armored in jagged, glimmering scales.

Here we are just stating three core traits. Towering, jagged, and glimmering. If every time we describe this monster, or others of its species, we use these words, the players will recognize it. Any prior experience helps the brain fill in the blanks. Questions guide the scene to fit player expectations.

The same can be done for a place. A town is a perfect example. By assigning three sensory motifs to a town, and nothing more, we can make the entire town feel cohesive. Every description of every building, of every room, in the town uses one of the motifs. Players will subconsciously attach the places together as part of a collective whole.

An example would be; black stone, the color blue, and the scent of honey. The first description of the town will use all three. After that, only one is required. The place feels cohesive and becomes memorable without wordy descriptions. This works because the brain recognizes the pattern and completes the picture.

Here's what it does.​

The benefits here are pretty extensive.
  1. This improves pacing. The players are doing more playing and less day dreaming.
  2. It engages the players as they fill in the gaps, allowing them more freedom to find cool things to do. Like a loose chandelier over the evil necromancer's throne of bone.
  3. It improves retention of the important details through repetition, much like when I repeat myself in this long winded post.
  4. It makes improvisation easier. You can drop encounters and scene descriptions on whim and they always feel planned and cohesive.
I cannot wait to hear what you all think. How do you balance description and player imagination? I'd love to hear if someone else has a different technique.
 
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Just to make sure I’m understanding correctly. Your proposal is for any given object (e.g. a monster, a town, an environment, etc) you pick three or so sensory details, and always touch on those details when describing the object in some way, and otherwise keeping description minimal?
 

Just to make sure I’m understanding correctly. Your proposal is for any given object (e.g. a monster, a town, an environment, etc) you pick three or so sensory details, and always touch on those details when describing the object in some way, and otherwise keeping description minimal?

You got it. You only need the details you plan to use, and roughly 3 sensory details that act as anchors for future recognition.

The key is consistency here. If you change those 3 anchor points, the brain can't fill in the gaps and you lose the effect.
 

I use comparisons a lot. You approach the house--think Wayne Manor.

Everybody will imagine it slightly differently, but that's OK. That happens with novels, too. The small details don't really matter; they'll fill in the carpets and flowers and paintings themselves. You just have to mention distinctive things--like the statue in the grounds which is shaped like a dragon, or the way the painting's eyes seem to follow you, or how the hallway smells of death.
 


I've managed to trim down my descriptions to only a few sentences, but I still struggle with exposition. Typically at the start of an adventure, I have paragraphs of information the party needs. Even if I break this up into multiple scenes, it's still so much that I tend to lose my players by the end. Unfortunately, without all the information, the players don't know if they want to undertake the adventure. If they do take the adventure without all the information, they still might become biased due to missing/lost information.
 

This is good, for moments when action is expected and details are best discovered rather than laid out.

I do think there's still room for the other, flowery kind of exposition--when a slow-paced moment befits the scene. For example, a situation of dawning horror or awe, where it makes sense that the characters would be pausing to take the world in.

More or less, I'm saying that this technique is very useful and should be applied, but with the understanding that long-form exposition is still a part of this balanced breakfast. It's just not the main course.
 

Ok but what about full paragraph length read-aloud text? :P

Hitting 2-3 senses to evoke the spirit of the place and drop a couple hooks for the next questions to examine the place more fully is excellent. The scent of aged lavender fills the air? Where's it coming from? Can I tell what the stained glass in the window is depicting? Wait, you said something was scuttling nearby? Like, big or a rat or what?
 

I've managed to trim down my descriptions to only a few sentences, but I still struggle with exposition. Typically at the start of an adventure, I have paragraphs of information the party needs. Even if I break this up into multiple scenes, it's still so much that I tend to lose my players by the end. Unfortunately, without all the information, the players don't know if they want to undertake the adventure. If they do take the adventure without all the information, they still might become biased due to missing/lost information.
Perhaps some written stuff in advance? Maybe in the lead-up to the adventure starting, RP through doing investigations, collecting witness info or the like, and then it's a "report" from the party's sources?

I dunno if that would actually achieve the goal you're seeking, but it might help ease things in as they have a written record you can tell them "this has important info, please read it and be familiar with it before the adventure starts."? Homework isn't an ideal solution...but it allows you to get critical info across in a less game-time-intrusive way.
 

You got it. You only need the details you plan to use, and roughly 3 sensory details that act as anchors for future recognition.

The key is consistency here. If you change those 3 anchor points, the brain can't fill in the gaps and you lose the effect.
Back when journalism and creative writing were, ya know, serious academic paths, schools used to teach how to prioritize thoughts in print. Journos had the inverted pyramid; creative writers had the "most surprising or interesting fact."

That kind of efficient writing is a dying art now that everything's all ones and zeroes. Words went from costing time, trees and ink to being virtually free. There's less incentive for people to hurry up and get to the point.
 

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