So, what do you mean by "storytelling"? It can mean a lot of things in the D&D context, and they're all different, but related, skills.
I think from your post that you're having problems describing things well. The easy answer to that is to describe less. Sketch out the broad strokes, and let the players' imaginations fill in the detail.
1. Read. Sure, fantasy novels are fine, but also read as much poetry as you can get your hands on, because poetry evokes imagery in a more direct format than prose. And don't worry, not all poetry is that boring polite sunshine rhyming stuff. There's tons of unhinged psycho rated-R poetry out there. Sure Poe, Baudelaire, Dickenson, and Plath were all edgy for their time, but feel quite tame by today's standards. Henley's "Invictus", and Nabokov's "Pale Fire" are a nice start, then Ginsberg's "Howl", and McClure's "Mad Sonnet". And remember, song lyrics are their own form of poetry too. Whether it's Leonard Cohen, Tom Waits, Joni Mitchell, or Rage Against the Machine, sometimes reading the lyrics out loud will reveal things you never noticed when you were just following the beat. Oh, and when you read, read out loud. Not only will it help you with phrasing and emphasis, it'll help you develop the vocal control and breath support you'll need as a DM or as a storyteller.
2. Use all the senses. Sight and hearing tend to get most of the attention in descriptive passages, but smell, taste, and touch are much more closely connected to memory. Don't just tell your players that their characters enter a dark room. Describe how the humid air feels sticky on their skin, the smell of the mold growing on the walls, the subtle taste of pennies (or copper pieces) in the air, which indicates a lot of blood has been spilt here, even though they can't yet see the dried blood against the darkness. The more senses you employ, the more memorable your settings and your descriptions will be.
3. Use reference material. And I don't just mean a dictionary and a thesaurus, though you should absolutely read those and use those every day. The hallway isn't just narrow, it's claustrophobic, it's suffocating, it makes you feel your heart compressing in on itself. But also use pop culture references that your players will understand as shortcuts in your descriptions. You could spend twenty minutes describing the charred, barren, wasteland and the desperate struggle for survival by the leather-clad outlaws who survived the great catastrophe. Or you could just say, "It's a Mad Max vibe". And if anyone in your group doesn't know who Mad Max is, kick them out of your group. You deserve better.
4. Know when to shut up. If you just keep talking and talking and talking until your players ask a question, they never will, because they're all waiting for you to stop talking. Describe the scene, describe some curious plot hooks, and then stop. Give your players space to process what you just said and to formulate questions.
1. Read. Sure, fantasy novels are fine, but also read as much poetry as you can get your hands on, because poetry evokes imagery in a more direct format than prose. And don't worry, not all poetry is that boring polite sunshine rhyming stuff. There's tons of unhinged psycho rated-R poetry out there. Sure Poe, Baudelaire, Dickenson, and Plath were all edgy for their time, but feel quite tame by today's standards. Henley's "Invictus", and Nabokov's "Pale Fire" are a nice start, then Ginsberg's "Howl", and McClure's "Mad Sonnet". And remember, song lyrics are their own form of poetry too. Whether it's Leonard Cohen, Tom Waits, Joni Mitchell, or Rage Against the Machine, sometimes reading the lyrics out loud will reveal things you never noticed when you were just following the beat. Oh, and when you read, read out loud. Not only will it help you with phrasing and emphasis, it'll help you develop the vocal control and breath support you'll need as a DM or as a storyteller.
2. Use all the senses. Sight and hearing tend to get most of the attention in descriptive passages, but smell, taste, and touch are much more closely connected to memory. Don't just tell your players that their characters enter a dark room. Describe how the humid air feels sticky on their skin, the smell of the mold growing on the walls, the subtle taste of pennies (or copper pieces) in the air, which indicates a lot of blood has been spilt here, even though they can't yet see the dried blood against the darkness. The more senses you employ, the more memorable your settings and your descriptions will be.
3. Use reference material. And I don't just mean a dictionary and a thesaurus, though you should absolutely read those and use those every day. The hallway isn't just narrow, it's claustrophobic, it's suffocating, it makes you feel your heart compressing in on itself. But also use pop culture references that your players will understand as shortcuts in your descriptions. You could spend twenty minutes describing the charred, barren, wasteland and the desperate struggle for survival by the leather-clad outlaws who survived the great catastrophe. Or you could just say, "It's a Mad Max vibe". And if anyone in your group doesn't know who Mad Max is, kick them out of your group. You deserve better.
4. Know when to shut up. If you just keep talking and talking and talking until your players ask a question, they never will, because they're all waiting for you to stop talking. Describe the scene, describe some curious plot hooks, and then stop. Give your players space to process what you just said and to formulate questions.
I just really need help Because using very short words Can describe something it’s just they won’t describe that good
I don’t care what tips I just need help
So, what do you mean by "storytelling"? It can mean a lot of things in the D&D context, and they're all different, but related, skills.
I think from your post that you're having problems describing things well. The easy answer to that is to describe less. Sketch out the broad strokes, and let the players' imaginations fill in the detail.
Four suggestions:
1. Read. Sure, fantasy novels are fine, but also read as much poetry as you can get your hands on, because poetry evokes imagery in a more direct format than prose. And don't worry, not all poetry is that boring polite sunshine rhyming stuff. There's tons of unhinged psycho rated-R poetry out there. Sure Poe, Baudelaire, Dickenson, and Plath were all edgy for their time, but feel quite tame by today's standards. Henley's "Invictus", and Nabokov's "Pale Fire" are a nice start, then Ginsberg's "Howl", and McClure's "Mad Sonnet". And remember, song lyrics are their own form of poetry too. Whether it's Leonard Cohen, Tom Waits, Joni Mitchell, or Rage Against the Machine, sometimes reading the lyrics out loud will reveal things you never noticed when you were just following the beat. Oh, and when you read, read out loud. Not only will it help you with phrasing and emphasis, it'll help you develop the vocal control and breath support you'll need as a DM or as a storyteller.
2. Use all the senses. Sight and hearing tend to get most of the attention in descriptive passages, but smell, taste, and touch are much more closely connected to memory. Don't just tell your players that their characters enter a dark room. Describe how the humid air feels sticky on their skin, the smell of the mold growing on the walls, the subtle taste of pennies (or copper pieces) in the air, which indicates a lot of blood has been spilt here, even though they can't yet see the dried blood against the darkness. The more senses you employ, the more memorable your settings and your descriptions will be.
3. Use reference material. And I don't just mean a dictionary and a thesaurus, though you should absolutely read those and use those every day. The hallway isn't just narrow, it's claustrophobic, it's suffocating, it makes you feel your heart compressing in on itself. But also use pop culture references that your players will understand as shortcuts in your descriptions. You could spend twenty minutes describing the charred, barren, wasteland and the desperate struggle for survival by the leather-clad outlaws who survived the great catastrophe. Or you could just say, "It's a Mad Max vibe". And if anyone in your group doesn't know who Mad Max is, kick them out of your group. You deserve better.
4. Know when to shut up. If you just keep talking and talking and talking until your players ask a question, they never will, because they're all waiting for you to stop talking. Describe the scene, describe some curious plot hooks, and then stop. Give your players space to process what you just said and to formulate questions.
Anyways, that's my two cents.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Just wanted to say this is a perfect answer.
Hey, thanks bud!
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.