I wanted to improve at being able to describe the scene for my players. I honestly feel that what I describe is really vague compared to what I picture in my head. That or I have trouble finding the words to describe it to where my players understand how the scene is suppose to be. This is all whether I'm describing a creature, town, person, etc.
The things I've found so far:
- describing the area first before any creatures/people
- describe signs, colors, things of interest, smells, people, and architecture
Is there anything else you can think of I might be missing? What are some videos and things to read to help with describing things/expanding your vocabulary? What helps you describe the things you picture in your head? What tips have you tried that work for your groups?
Please and thank you!
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Expand your imagination! Read the new book coming out. Watch that new movie. Listen to that person's life story. Draw on your own life. Do not put a limit on your creativity!
You'd be surprised how little description is needed before people's brains start filling in the details on their own. If you take an author you think does good description, and go to something they wrote and carefully break down a scene, you're going to find they describe a lot less than you think they do. Your brain filled in the rest. Your players' brains will do the same thing for you. You need more detail when things are out of the ordinary.
- describing the area first before any creatures/people
Describe things in priority order. If your players enter a cave, what do they notice first? The damp, the stalactites and stalagmites, and the like? Or the red dragon sitting right in front of them?
Don't describe unimportant things. I would agree with Jl8e about things you notice first, with the caveat that you don't want to describe something that the players will want to take action on first. I think its often recommended to try to hit two or three senses. But go for the big and important things. Also remember that the Players can only remember so much.
You always need to be careful when describing things, you can end up giving away more information than you mean to, but you can also use it to subtly guide the players. “There’s a desk in the room with some books on it.” Versus “there’s a desk of made of solid mahogany with ornate carvings of birds flitting about. On top you see 3 books. They’re old the leather in the bindings cracked and the weathered pages yellowing.”
The first one the PCs might ignore. The second one, they will examine every part of that desk looking for hidden latches and read the books cover to cover. So in giving more detailed descriptions, you’re basically telling the players: look at this thing! It is important! Which, depending on the scenario, might be the right call. Could be there’s nothing plot important in the first desk, but there’s some treasure just sitting in the drawer if they bother to look.
I tend to aim for immediate sensations first, then important stuff, then background stuff, and finish with the "immediate threat" stuff where possible. Engage as many of the senses as possible to really set the scene, and get the scene set before they react.
EG: "As you walk into the cave, you're struck by the smell of sulfur which claws at the back of your throat. Through a thin mist of smoke, you see a bubbling pool which belches acrid fumes into the already unpleasant air, at the centre of which you see a mound of glittering gold, the light frm the small holes in the cavern walls reflecting onto the ceiling from their polished facets. Atop the gold, smiling at you through the smoke, you see a woman sitting cross-legged on one of the gilded chests. Her hair is bright red, and she is wearing loose purple trousers and a gold-hemmed red vest, and she regards you with something approaching incredulity, as you might expect from someone whose home you just walked into whilst wielding a toothpick."
Thus they can continue to take in details without thinking about what they're going to do. They might become distracted by the concept of gold, which is in-character anyway. Plus, they 99% know this is a polymorphed red dragon.
I wanted to improve at being able to describe the scene for my players. I honestly feel that what I describe is really vague compared to what I picture in my head. That or I have trouble finding the words to describe it to where my players understand how the scene is suppose to be. This is all whether I'm describing a creature, town, person, etc.
The things I've found so far:
- describing the area first before any creatures/people
- describe signs, colors, things of interest, smells, people, and architecture
Is there anything else you can think of I might be missing? What are some videos and things to read to help with describing things/expanding your vocabulary? What helps you describe the things you picture in your head? What tips have you tried that work for your groups?
Please and thank you!
Expand your imagination! Read the new book coming out. Watch that new movie. Listen to that person's life story. Draw on your own life. Do not put a limit on your creativity!
You'd be surprised how little description is needed before people's brains start filling in the details on their own. If you take an author you think does good description, and go to something they wrote and carefully break down a scene, you're going to find they describe a lot less than you think they do. Your brain filled in the rest. Your players' brains will do the same thing for you. You need more detail when things are out of the ordinary.
Describe things in priority order. If your players enter a cave, what do they notice first? The damp, the stalactites and stalagmites, and the like? Or the red dragon sitting right in front of them?
Don't describe unimportant things. I would agree with Jl8e about things you notice first, with the caveat that you don't want to describe something that the players will want to take action on first. I think its often recommended to try to hit two or three senses. But go for the big and important things. Also remember that the Players can only remember so much.
You always need to be careful when describing things, you can end up giving away more information than you mean to, but you can also use it to subtly guide the players. “There’s a desk in the room with some books on it.” Versus “there’s a desk of made of solid mahogany with ornate carvings of birds flitting about. On top you see 3 books. They’re old the leather in the bindings cracked and the weathered pages yellowing.”
The first one the PCs might ignore. The second one, they will examine every part of that desk looking for hidden latches and read the books cover to cover. So in giving more detailed descriptions, you’re basically telling the players: look at this thing! It is important!
Which, depending on the scenario, might be the right call. Could be there’s nothing plot important in the first desk, but there’s some treasure just sitting in the drawer if they bother to look.
I tend to aim for immediate sensations first, then important stuff, then background stuff, and finish with the "immediate threat" stuff where possible. Engage as many of the senses as possible to really set the scene, and get the scene set before they react.
EG: "As you walk into the cave, you're struck by the smell of sulfur which claws at the back of your throat. Through a thin mist of smoke, you see a bubbling pool which belches acrid fumes into the already unpleasant air, at the centre of which you see a mound of glittering gold, the light frm the small holes in the cavern walls reflecting onto the ceiling from their polished facets. Atop the gold, smiling at you through the smoke, you see a woman sitting cross-legged on one of the gilded chests. Her hair is bright red, and she is wearing loose purple trousers and a gold-hemmed red vest, and she regards you with something approaching incredulity, as you might expect from someone whose home you just walked into whilst wielding a toothpick."
Thus they can continue to take in details without thinking about what they're going to do. They might become distracted by the concept of gold, which is in-character anyway. Plus, they 99% know this is a polymorphed red dragon.
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