Being new to the D&D world I am slowly learning all the ins & outs etc. I have already picked up that battle can be heaps of fun but to hold the group together the DM needs to express the world they are all in right now, by giving them enough information to get a feel of where they are.
I would love to know what are your tips in explaining the world around them?
How do you give out clues or hints to a path, hidden doorway or people that they can interact with?
When describing the world they see, its important to include a few senses besides sight if possible. After all, the heroes have noses don't they? Chriping birds, soft rain falling on the tavern roof, the stench of unwashed goblins and the rotting flesh of a roc's recent catch will be memorable and keep things from being to dull. Beyond that, the details should focus on important things, the players need not know the location of every single table and chair, but the position of general structures that will be of interest (e.g. six pillars holding the roof, four guards sitting at a table, or three steps leading up to a shattered altar). I try to include some cardinal directions if I think they will be helpful, especially when there are multiple doors into and out of one room. If your players are confused, simply ask them if you should repeat something or describe an object in further detail. If you can, try to write descriptions of places you think they will come across ahead of the session, you can always adjust them or add to them if they are insufficient. As for hidden doors, I typically tell the players that less dust seems to have gathered by a certain wall or that a breeze seems to be coming from behind a tapestry or the like.
One thing I’d note is, if you give a lot of detail to one object, it’s like hanging a glowing sign over it that says look at this thing, it’s important. So keep that in mind. If you really want the players to notice the book sitting on the desk, then make it a “thick, dust covered book bound in red leather with strange symbols etched into the cover you can’t quite make out from where you’re standing” as opposed to, “there’s a book or two on the desk.” This can be really useful if the book is relevant to the plot and you really want them to look at it
Or you can use that other ways, if you want it less obvious, or to keep them on their toes. Sometimes describe the crap out of something, and have it turn out to be nothing interesting, or gloss over a thing that’s actually valuable.
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Hey D&D Party Members,
Being new to the D&D world I am slowly learning all the ins & outs etc. I have already picked up that battle can be heaps of fun but to hold the group together the DM needs to express the world they are all in right now, by giving them enough information to get a feel of where they are.
I would love to know what are your tips in explaining the world around them?
How do you give out clues or hints to a path, hidden doorway or people that they can interact with?
When describing the world they see, its important to include a few senses besides sight if possible. After all, the heroes have noses don't they? Chriping birds, soft rain falling on the tavern roof, the stench of unwashed goblins and the rotting flesh of a roc's recent catch will be memorable and keep things from being to dull. Beyond that, the details should focus on important things, the players need not know the location of every single table and chair, but the position of general structures that will be of interest (e.g. six pillars holding the roof, four guards sitting at a table, or three steps leading up to a shattered altar). I try to include some cardinal directions if I think they will be helpful, especially when there are multiple doors into and out of one room. If your players are confused, simply ask them if you should repeat something or describe an object in further detail. If you can, try to write descriptions of places you think they will come across ahead of the session, you can always adjust them or add to them if they are insufficient. As for hidden doors, I typically tell the players that less dust seems to have gathered by a certain wall or that a breeze seems to be coming from behind a tapestry or the like.
Godd luck on your adventures!
Keep your friends close, and enemies closer.
One thing I’d note is, if you give a lot of detail to one object, it’s like hanging a glowing sign over it that says look at this thing, it’s important.
So keep that in mind. If you really want the players to notice the book sitting on the desk, then make it a “thick, dust covered book bound in red leather with strange symbols etched into the cover you can’t quite make out from where you’re standing” as opposed to, “there’s a book or two on the desk.” This can be really useful if the book is relevant to the plot and you really want them to look at it
Or you can use that other ways, if you want it less obvious, or to keep them on their toes. Sometimes describe the crap out of something, and have it turn out to be nothing interesting, or gloss over a thing that’s actually valuable.