I'm looking for resources or advice on better describing bodies and builds of NPCs for when players meet them. As the campaign builds steam they meet more NPCs (most not overly important but a few are re-occurring) . A lot of the time I catch myself describing armor or aura or stuff like that but would like to just work on general body description from time to time. Also would like input from others on describing skin tones (especially on notes after the session and still be respectful). African American doesn't really work in a world where there is no Africa nor America. One resource that I've been using is:
I think it depends on whether or not they are a throwaway npc or not. If they are just someone that they will meet once, a limited description can be fine. It can be as simple as race and build. Maybe a defining feature.
For more important NPCs, I believe it is all about how they interact with the party. You can take a few minutes describing a bubbling wizard or you can make them seem that way with the way they speaks and what they says. A lot of people have preestablish concepts of how characters look, and unless you want them to look different, then you can allow people to use those images.
When it comes to describing something that you want to come across as impressive, turn to nature. "She had eyes like night, that drank in her surroundings. Hair cascaded down from her head" or "He stood, like mountains, unmoving to all. His shoulders filled horizon, blocking the light from the window." As you see hear, I have taken things that people understand and then used them to describe a physical trait. You might also need to use hyperbole to really sell the character.
Some times, however, you don't want something to come across as epic. In this case, I think, going back to allowing the party to form their own image.
If you have anyone in your dnd group who may be offended by how your descriptions, then talk to them. Find out what they think is appropriate. There's no point going around saying 'nut brown' and 'the hew of rich chocolate' when they're fine with you just saying 'black'. At the end of the day, the most important thing to do is talk to your group about what they are comfortable with. All of the groups I run like violence. I can go over the top with it and they are fine. Not every group would be okay with that.
My advice for getting better at describing things is reading. Pick literature that you feel embodies what you want to say. Also go on walks now and again and try and observe what you see. Try and get inspiration from the beauty, or lack of it, around you.
Tell them race and gender and hair color if applicable, then two or three distintive traits (hairstyle, moles, scars, piercing, tattoos, accent, skin color if it is relevant to the areas they are from, hunchbacks, mumbling). Then brief description of their clothes that only describe in what are they different from normal: whether they are colorful, armored, fine, rags, etc. Otherwise just mention an uniform (traveling clothes, blacksmith apron, chef hat and apron, priest robes) Finally, either one exceptional item to make them memorable or a tic/gesture/phrase they use frecuently.
The physical appearance is for them to recognize them if they run into them later and they can imagine what they look like, the clothes are so the can quickly know what their job/deal/status is and act accordingly, the tic is to actually make them memorable.
Basically, clothes description is so they know what they are dealing with, it should indicate what they are and only become more elaborate if it is a character you want to make an impression with. It is a quick reference on whether they are important and why, the least important the least emphasis on them. Everything else and a three item list for the description other than the obvious should be more than enough to remember them and distinguish them from others.
So if they are a planned NPC, a list of six words and a tic or item is enough to make them memorable appearance wise.
Be vague otherwise and let them fill the gaps. Elaborate only if there is positive reaction.
A dusky hued maiden with long red tresses approaches you...
An olive skinned merchant wiping his hands on a rag says snidely, "...
A blue eyed urchin with a mop of dark hair skitters up to your feet...
A squint eyed fellow in shadow nods as you turn into the alley
The blonde sailor with an anchor tattoo raises a mug of grog
The tall thin man unfolds himself from the table and gestures furtively for you to follow
...
In how many of those was skin color or eye color or hair color important? You just need a few traits. Sometimes that can include those, particularly if they are different than other people around them. Did we need to know which one had embroidery? Or had thin soled shoes on? In most cases, a couple of descriptions, particularly something that implies movement at the same time as it applies a description works wonders for quickly filling in details that aren't important. You don't need a particular voice for any of those, but using a voice can be as distinctive as actually describing a character:
"Oi! Whadda ya want, ya landbound good fer nothin' halfwit?" The bartender asks in a hurry.
At that point, does it even matter if they are male or female or anything about their appearance? It can add additional detail later, but it is not needed to paint a picture in the player's minds. In the case of the tall thin man or the alley skulker, lowering your voice can set a mood just as well as the extra words of detail can. So, don't get hung up on trying to add too much detail, find out how little you can get away with and paint a picture. It saves all those wonderful descriptive words for other people the players are going to meet.
A good description doesn't tell you what it is, but what about it is important. The party doesn't need to know a guy's eye color, but you could tell them his piercing blue eyes reflect a grim determination, or his shining blue eyes blaze with enthusiasm, or his dim blue eyes seem as windows gazing out at an oncoming rainstorm.
Jot down before your session a list of maybe 3 to 5 things the players need to know, that you can use to motivate these descriptions. Example: This place is the headquarters is a dragon cult. That way you don't have "a closet," you have a closet full of robes bearing the dragon cult's emblem. You don't have "a desk," you have a desk whose surface is scarred by the harsh and erratic scrawlings of a madman. You don't have "a chandelier," you have a wild hanging array of stained glass lanterns, seemingly bathing the entire room in dragon fire.
For NPCs, maybe your short list could be 1. He's trustworthy, 2. He's knowledgeable about magic, 3. He's loyal to the Harpers. Let those dictate your description. Maybe his blond hair seems to glow in the warm light of his study. Doesn't that sound friendly? If he was a bad guy, you might instead say his blond hair clings as a fog to his head. His fair cheeks are flush with excitement over getting to see your magic items firsthand, whereas if he knew nothing of magic, his pale skin might be unmarred by the signature burns of the self-taught spellcaster. His hands are strong and steady as those of a practiced musician, whereas if he wasn't a Harper his hands might be shaky, or manicured, or cracked.
To the OP, I am afraid I don't have any specific sources to recommend other than literature. Reading a variety of authors, both fantasy and non-fantasy fiction will give you many good examples (and probably some bad examples) of introducing a character in a memorable way. Most writers will provide such details through a description of their actions.
One thing I find is that quite often your players don't need much or any description of most NPCs, they wil fill in the blanks for most brief interactions. For important NPCs you would spend more time describing, as Choir says, the important things you want them to know about the NPC. In game terms, it is no different to describing a room in a dungeon or a new area of wilderness the characters are exploring.
If the players ask for more information, "what do they look like?", ask them to be more specific, in a way you likely approach that question with scenes or inanimate objects. Each player's character is likely to notice different things first, and you can tailor your responses.
A PC who is a burly warrior might note the weak wrists and narrow shoulders of a mage, whereas the wizard notices the spellbook in their hand and the well of power behind their dark eyes.
Thanks y'all. Yeah I keep it vague for the most part during the actual session and let them fill in the blanks but it helps for my notes if I have a bit extra description that I can pull out if and when the NPC comes back around. Like I said its not for every NPC (all the guards at the town wear the same silver and blue armor, the innkeeper may be fat or tall and dressed appropriately for his surrounding, etc.)
And I do read a lot but sometimes freeze up when writing NPC bio in a bubble. In literature it easier because the characters are described to fit into their surroundings (or to stand out in some cases) and that, to me at least, lends it self to better descriptions.
The best option for D&D is to have one or two specific traits with specific wording that you mention All. The. Time. A lot of stuff gets missed or forgotten in a game that wouldn’t in a book, so having a snappy, descriptive phrase that immediately invokes the character is important. Keep it simple. For example, in Harry Potter, J.K. Rowling describes Snape’s “hooked nose” and “greasy black hair” so many times it’s almost silly. But those phrases, short and repetitive, end up creating a really memorable image for readers.
A lot of the responses in this thread, to be honest, are overdoing it. Your players won’t care about nuanced descriptions like in a novel: they’ve got so much to keep track of already. Simple is best!
Hey y'all,
I'm looking for resources or advice on better describing bodies and builds of NPCs for when players meet them. As the campaign builds steam they meet more NPCs (most not overly important but a few are re-occurring) . A lot of the time I catch myself describing armor or aura or stuff like that but would like to just work on general body description from time to time. Also would like input from others on describing skin tones (especially on notes after the session and still be respectful). African American doesn't really work in a world where there is no Africa nor America. One resource that I've been using is:
https://www.macmillandictionary.com/us/thesaurus-category/american/describing-a-person-s-muscles-and-general-shape
But would love others.
Thanks.
I think it depends on whether or not they are a throwaway npc or not. If they are just someone that they will meet once, a limited description can be fine. It can be as simple as race and build. Maybe a defining feature.
For more important NPCs, I believe it is all about how they interact with the party. You can take a few minutes describing a bubbling wizard or you can make them seem that way with the way they speaks and what they says. A lot of people have preestablish concepts of how characters look, and unless you want them to look different, then you can allow people to use those images.
When it comes to describing something that you want to come across as impressive, turn to nature. "She had eyes like night, that drank in her surroundings. Hair cascaded down from her head" or "He stood, like mountains, unmoving to all. His shoulders filled horizon, blocking the light from the window." As you see hear, I have taken things that people understand and then used them to describe a physical trait. You might also need to use hyperbole to really sell the character.
Some times, however, you don't want something to come across as epic. In this case, I think, going back to allowing the party to form their own image.
If you have anyone in your dnd group who may be offended by how your descriptions, then talk to them. Find out what they think is appropriate. There's no point going around saying 'nut brown' and 'the hew of rich chocolate' when they're fine with you just saying 'black'. At the end of the day, the most important thing to do is talk to your group about what they are comfortable with. All of the groups I run like violence. I can go over the top with it and they are fine. Not every group would be okay with that.
My advice for getting better at describing things is reading. Pick literature that you feel embodies what you want to say. Also go on walks now and again and try and observe what you see. Try and get inspiration from the beauty, or lack of it, around you.
Tell them race and gender and hair color if applicable, then two or three distintive traits (hairstyle, moles, scars, piercing, tattoos, accent, skin color if it is relevant to the areas they are from, hunchbacks, mumbling). Then brief description of their clothes that only describe in what are they different from normal: whether they are colorful, armored, fine, rags, etc. Otherwise just mention an uniform (traveling clothes, blacksmith apron, chef hat and apron, priest robes) Finally, either one exceptional item to make them memorable or a tic/gesture/phrase they use frecuently.
The physical appearance is for them to recognize them if they run into them later and they can imagine what they look like, the clothes are so the can quickly know what their job/deal/status is and act accordingly, the tic is to actually make them memorable.
Basically, clothes description is so they know what they are dealing with, it should indicate what they are and only become more elaborate if it is a character you want to make an impression with. It is a quick reference on whether they are important and why, the least important the least emphasis on them. Everything else and a three item list for the description other than the obvious should be more than enough to remember them and distinguish them from others.
So if they are a planned NPC, a list of six words and a tic or item is enough to make them memorable appearance wise.
Be vague otherwise and let them fill the gaps. Elaborate only if there is positive reaction.
A dusky hued maiden with long red tresses approaches you...
An olive skinned merchant wiping his hands on a rag says snidely, "...
A blue eyed urchin with a mop of dark hair skitters up to your feet...
A squint eyed fellow in shadow nods as you turn into the alley
The blonde sailor with an anchor tattoo raises a mug of grog
The tall thin man unfolds himself from the table and gestures furtively for you to follow
...
In how many of those was skin color or eye color or hair color important? You just need a few traits. Sometimes that can include those, particularly if they are different than other people around them. Did we need to know which one had embroidery? Or had thin soled shoes on? In most cases, a couple of descriptions, particularly something that implies movement at the same time as it applies a description works wonders for quickly filling in details that aren't important. You don't need a particular voice for any of those, but using a voice can be as distinctive as actually describing a character:
"Oi! Whadda ya want, ya landbound good fer nothin' halfwit?" The bartender asks in a hurry.
At that point, does it even matter if they are male or female or anything about their appearance? It can add additional detail later, but it is not needed to paint a picture in the player's minds. In the case of the tall thin man or the alley skulker, lowering your voice can set a mood just as well as the extra words of detail can. So, don't get hung up on trying to add too much detail, find out how little you can get away with and paint a picture. It saves all those wonderful descriptive words for other people the players are going to meet.
A good description doesn't tell you what it is, but what about it is important. The party doesn't need to know a guy's eye color, but you could tell them his piercing blue eyes reflect a grim determination, or his shining blue eyes blaze with enthusiasm, or his dim blue eyes seem as windows gazing out at an oncoming rainstorm.
Jot down before your session a list of maybe 3 to 5 things the players need to know, that you can use to motivate these descriptions. Example: This place is the headquarters is a dragon cult. That way you don't have "a closet," you have a closet full of robes bearing the dragon cult's emblem. You don't have "a desk," you have a desk whose surface is scarred by the harsh and erratic scrawlings of a madman. You don't have "a chandelier," you have a wild hanging array of stained glass lanterns, seemingly bathing the entire room in dragon fire.
For NPCs, maybe your short list could be 1. He's trustworthy, 2. He's knowledgeable about magic, 3. He's loyal to the Harpers. Let those dictate your description. Maybe his blond hair seems to glow in the warm light of his study. Doesn't that sound friendly? If he was a bad guy, you might instead say his blond hair clings as a fog to his head. His fair cheeks are flush with excitement over getting to see your magic items firsthand, whereas if he knew nothing of magic, his pale skin might be unmarred by the signature burns of the self-taught spellcaster. His hands are strong and steady as those of a practiced musician, whereas if he wasn't a Harper his hands might be shaky, or manicured, or cracked.
To the OP, I am afraid I don't have any specific sources to recommend other than literature. Reading a variety of authors, both fantasy and non-fantasy fiction will give you many good examples (and probably some bad examples) of introducing a character in a memorable way. Most writers will provide such details through a description of their actions.
One thing I find is that quite often your players don't need much or any description of most NPCs, they wil fill in the blanks for most brief interactions. For important NPCs you would spend more time describing, as Choir says, the important things you want them to know about the NPC. In game terms, it is no different to describing a room in a dungeon or a new area of wilderness the characters are exploring.
If the players ask for more information, "what do they look like?", ask them to be more specific, in a way you likely approach that question with scenes or inanimate objects. Each player's character is likely to notice different things first, and you can tailor your responses.
A PC who is a burly warrior might note the weak wrists and narrow shoulders of a mage, whereas the wizard notices the spellbook in their hand and the well of power behind their dark eyes.
Thanks y'all. Yeah I keep it vague for the most part during the actual session and let them fill in the blanks but it helps for my notes if I have a bit extra description that I can pull out if and when the NPC comes back around. Like I said its not for every NPC (all the guards at the town wear the same silver and blue armor, the innkeeper may be fat or tall and dressed appropriately for his surrounding, etc.)
And I do read a lot but sometimes freeze up when writing NPC bio in a bubble. In literature it easier because the characters are described to fit into their surroundings (or to stand out in some cases) and that, to me at least, lends it self to better descriptions.
But thanks again.
The best option for D&D is to have one or two specific traits with specific wording that you mention All. The. Time. A lot of stuff gets missed or forgotten in a game that wouldn’t in a book, so having a snappy, descriptive phrase that immediately invokes the character is important. Keep it simple. For example, in Harry Potter, J.K. Rowling describes Snape’s “hooked nose” and “greasy black hair” so many times it’s almost silly. But those phrases, short and repetitive, end up creating a really memorable image for readers.
A lot of the responses in this thread, to be honest, are overdoing it. Your players won’t care about nuanced descriptions like in a novel: they’ve got so much to keep track of already. Simple is best!
Wizard (Gandalf) of the Tolkien Club