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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #91
Captivate Your Players With Better Descriptions: 10 Tips
Contents:
This Week's Tips Summarized
Captivate Your Players With Better Descriptions: 10 Tips
- Show, Don't Tell
- Visualize Before Speaking
- Use Your Map As A GM Aid
- Describe Things Differently To Each Player
- Save The Best For Last
- Have Players Close Their Eyes
- Describe In Layers, Like An Onion
- Use The Six Senses
- Describe Things Through NPCs & Local Descriptions
- Use Your Own Experiences And Travels
Readers' Tips Summarized
- Use Drawings & Highlighters For Magic Items
- Cool RPG Software For Macs?Have Players Write Their Character Stories
- Have Players Write Their Character Stories
- Introduce Your Sessions With A Short Story
Return to Contents
A Brief Word From Johnn
Game Hunters Forum Survey Results
In Issue #87 I asked if anyone was interested in a Player/GM
finder forum at my About.com web site. Just to follow-up on
that, I received 6 responses total, and all of them said
yes.
Due to the few number of responses though, I'm going to put
this project on the back burner for now, and focus on
catching up on some different projects with the people who
responded with offers of help this past summer. I'll keep
you posted.
Have You Seen The Movie "Unbreakable"?
Just a quick note to say I saw this on video recently and
think that GMs would benefit from watching it. I recommend
it for getting some good campaign-level ideas from.
Have a great week, and try to fit some roleplaying in!
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
Roleplaying Games Articles & Reviews
Check out my other Roleplaying Games web site: http://www.roleplaygames.about.com
New This Week:
D20 Game Review: The Freeport Trilogy
http://www.roleplaygames.about.com/library/blfreeport.htm
Green Ronin's trilogy of Freeport adventures "Death in
Freeport", "Terror in Freeport", "Madness in Freeport", is a
well-written, rather Lovecraftian set of linked urban
mysteries involving political intrigue, cults, and multiple
levels of deceit....
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Captivate Your Players With Better Descriptions: 10 Tips
- Show, Don't Tell
I feel that this could be _the_ most important tip on
improving your descriptions during games. Unfortunately, it
can be a tough sucker to master and I have a long way to go
still. However, here are some things I've learned so far:
- By "telling" I mean describing a situation and drawing
your own conclusions for the players. "Showing" means
providing clues and evidence and letting the players draw
their own conclusions.
For example:
- Tell: "An overly confident warrior approaches you and
haughtily demands that you accompany him to meet his
employer."
- Show: "A tall man bristling in weapons and armour
swaggers through the crowd towards you, careless of who he
bumps and whose drinks he upsets [GM lightly dips a couple
of fingers in her glass and flicks water at the nearest
players]. He pushes between your seats, sets his foaming mug
down on the ancient map that you have just carefully spread
over the table and glares at each one of you for a few
moments in silent challenge. Then he says [GM pinches the
bridge of her nose to create a nasal voice and uses an
imperious tone] 'You will immediately stop whatever you are
doing [GM looks around disdainfully] and follow me. There
will be no argument lest I show you the sting of a true
warrior's blade.'"
It's always easy to do this while sitting at my desk,
writing, and having time to think about the best words and
actions. Doing this during a session is another matter.
However, the point remains that the second description above
would be more compelling to your players than the first, so
make it your goal to constantly try and improve your
descriptions by showing rather than telling. The effort
alone will pay you dividends over time.
- "Showing" is simply providing clues and evidence to
support your point. Your job is to think of what those clues
are and put them in the context of the scene or encounter
for the PCs.
In the example above, the context was a tavern. For clues
and evidence, I tried to think of things that related to
taverns: customers, spilled drinks, tables, crowded tap
rooms, and I tried to think about clues that related to
over-confident behaviour: doesn't think about others,
challenging, not afraid of a fight. Then I tried to put the
tavern clues and personality clues together into a
description.
This might sound like a complicated process, but during
games I've found that I get better and faster at it the more
I try. I call it the "clue game" in my notes and it seems
to be just like one of those party games like Outburst,
Pictionary, or Charades.
- Sometimes I'll pretend I'm a lawyer. When I watch a TV
show or movie with a good courtroom scene in it I always pay
close attention to the lawyers and their lines of
questioning.
A lawyer's job is to create a crystal clear perception that
the accused is guilty for the judge and jury without
actually coming out and saying "he's guilty". He has to
show, not tell. And he does that by asking questions and
making statements in such a way that the audience knows the
point he's making without actually hearing those exact
words.
So, it becomes a game for me at a session, and I'll pretend
I'm a lawyer who can't say the warrior who just approached
is over-confident and a jerk. I have to describe it and let
the players draw their own conclusions.
Next time you watch a court scene in a movie or TV show,
listen closely and try to use the same techniques at the
game table.
- As you're speaking, listen to yourself and think about
what you're saying. If you find you're drawing conclusions
for the players or their characters then stop your current
thread and start coming up with clues and evidence instead.
Return to Contents
- Visualize Before Speaking
You can describe things better and with much more flavour if
you have a clear mental picture of it. For example, think
about your first car, your old bedroom, or Darth Vader.
Often, the problem is that you're describing things on the
fly, making it up as you go, and you're not working from a
clear mental picture. This means you can't concentrate well
on coming up with the perfect description, adjectives,
clues, and so on. Instead, you're too busy creating the
thing that you're trying to describe!
It can help a lot, especially for the important encounters
and scenes, to pause briefly (i.e. 10 to 60 seconds) and
mentally create a picture of things, fleshing them out as
much as possible given the short timeframe, before launching
into a description.
Here's a couple of tips on doing this:
- Close your eyes to reduce distraction.
- Leave the game table, if necessary, to reduce distraction
and get rid of the "pressure" you feel from players waiting
to find out what's going to happen next.
- Pretend you're flying through the scene and picture/create
what you see as you move around. That's often easier than
trying to visualize things from a fixed mental viewpoint.
- If flying doesn't work, try a 3/4 view like a video game,
or a sky view. That can at least help with gauging distances
and deciding quickly on the basic contents of the area.
- Focus on the most important element of the scene. If you
describe nothing else well but the big villain, alien space
ship, treacherous bridge, or wondrous item, then the
description for the encounter is still a success. And, the
players will get more enjoyment from a compelling
description of what's most important to them rather than
from peripheral details.
Return to Contents
- Use Your Map As A GM Aid
Before next session, make photocopies or scans/printouts of
your map(s) and identify the areas that you think will be
the most important in the upcoming game. Place a post-it
note beside each area and dream up as many clues and
descriptive elements as you can.
Spend only a minute or two on each area so that you have
time to work on them all. Then use your maps and notes to
aid you during sessions.
If you liked the "Show, Don't Tell" tip above, then consider
writing just the clues down and letting your brain
dynamically make the connections during play.
Finally, by thinking about each map area or feature for a
few moments a day or so before the game, you will find it
much easier to present descriptions for those places and
things when the time comes, even if you wrote very little
down. The brain is pretty remarkable for getting stuff done
in the "background" after you've set things in motion with a
few moments of focused thought.
Return to Contents
- Describe Things Differently To Each Player
For each scene, NPC, item or what have you, provide a
separate description to each player based on their
character's perceptions, knowledge and current activity.
For example, let's say the PCs are ambushed by bandits. Here
are some sample descriptions:
- Halfling mage: "Suddenly the forest erupts as a dozen
humans wielding fearsome swords and deadly crossbows attack!
The site of the ambush was clever for it hid the brigands
well, however you also spot several potential places where
you could safely cast spells from."
- Human warrior: "Bandits surprise you by rapidly emerging
from cunning hiding places. They are well armed though
poorly armoured. Their strategy seems to be an attempt to
surround the party and perhaps call for your surrender as
they are quickly moving into position and not firing their
loaded crossbows as of yet."
- Human priest: "A dozen or more thieves suddenly burst forth
from the forest, weapons drawn and ready. They look like
they mean business. You also notice that one of them bears a
holy symbol of some kind, possibly to Mercata the god of
Truth, but you only get a glance before the battle begins."
- Elven rogue: "Suddenly you are being attacked by a large
number of men bearing swords and bows. Mentally, you note
their clever hiding places and well-chosen ambush location.
No doubt they've used this place before so there may be
traps and other dangers around. The thick forest cover works
both ways though, and you spot several shadowy places you
could hide."
Players love descriptions like these because they feel
they're getting personal, individual treatment. And although
descriptions like the ones above might seem overly detailed
or too revealing for a first reaction, your players will
appreciate the options and suggestions you present them.
While individual descriptions might seem like they'd slow
things down, they actually can speed play up because each PC
has more information to make faster decisions with.
Return to Contents
- Save The Best For Last
Put the most important fact, element or information at the
end of your descriptions. This has a number of benefits:
- Builds suspense and tension.
- Improves play. As mentioned in a previous Readers' Tip, the
last thing a person hears is often what they remember the
best. Hiding information that would move the story along or
help the PCs in the middle of descriptions can slow play
down or frustrate players.
- Gives you time to think. You can stall a bit by going into
trivial details first, while you mentally prepare the most
important info.
- Let's you control pacing better. If your players are
bored, you can quickly gloss over the details and get to the
main point. If you want to slow things down, or wait a bit
until some players are ready, then flesh out the minor
details some more first.
Return to Contents
- Have Players Close Their Eyes
Just as it helps you to have a clear vision of what's
happening, it will greatly aid the players if they can
mentally picture things well too. Not only will this help
them make better and faster decisions, but it can encourage
them to roleplay (because there will be more details to
interact with) and enjoy the whole scene more.
One trick for helping players visualize is to have them
close their eyes while you provide your detailed
description. That helps them focus in on what you're saying
and reduces distractions.
One time, while GMing the D&D module Temple of Elemental
Evil, I was describing the swamp the PCs were in and was
leading up to a surprise giant frog attack. I took a full
minute to get the players settled down and quiet, resting
comfortably in their chairs and with their eyes closed,
before starting my description. To this day those players
can still vividly picture that scene and ensuing combat,
more than any other part of that campaign. The encounter
itself ran very well because of the extra focus too.
Return to Contents
- Describe In Layers, Like An Onion
Think of an encounter or scene as an onion, with many layers
of perception and description. When the PCs first enter the
scene, start with the top layer, and then peel down to
deeper layers as the scene goes on.
Here's an example structure you could follow:
- First glance: immediate threats, things of obvious
importance, general assessment of area/situation. This is
also the period when the fight or flight reaction begins.
- Casual look-around: things of personal interest to the PC
are noticed, items of interest to the player are described,
more detailed version of the first glance description is
provided.
- Intuition: anything that's inconspicuously out-of-sorts is
perceived, subtle things of interest are spotted. This layer
can actually be put anywhere in the sequence and be used
multiple times.
- Close inspection: skills and specific knowledge are put to
use to analyze fine details. Appraisal of materials,
quality, condition, minute differences, etc. are measured.
Return to Contents
- Use The Six Senses
This is the classic tip and reminder of using sight, sound,
smell, taste, touch, and intuition in your descriptions.
Also, in the spirit of tip #1, "Show, Don't Tell", try to
actually present (or assail ;) the players with those
sounds, smells, etc. It's much more effective opening a
small bottle of lavender oil and waft it around in the air
than it is to simply say that "the smell of lavender fills
the room".
Return to Contents
- Describe Things Through NPCs & Local Descriptions
People in communities will develop their own names, labels,
and explanations for things. Use this to your advantage by
describing things through local NPCs rather than GM-to-
player.
For example, as the PCs enter a village, instead of
delivering a 3rd person narrative of what the village looks
like and who's in it, have a villager walk up to the party
and volunteer to be their tour guide. Then have the NPC
describe the village to the characters through his eyes.
And, when using NPCs to describe things, come up with a few
local nuances to make things more interesting. For example,
instead of pointing out a haunted graveyard as such, an NPC
might describe it as the home of Antehp and his Children,
with Antehp being an old necromancer of legend, and his
Children being the skeletons, zombies, and ghouls that
infest the place. This would make for a better adventure
hook as the players will wonder who the heck Antehp and his
kids are.
Return to Contents
- Use Your Own Experiences And Travels
This is also a past Readers' Tip. Take a journal with you
wherever you go, and when you spot something interesting,
such as an unusual or striking person, beautiful garden,
mountain view, etc. immediately write down your thoughts,
description, and perceptions. Then use these notes at the
appropriate time during games.
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RPGShop.com -- The Dice and D20 Superstore
Hi, it's Johnn here. I encourage you to check out this site
if you're looking for mail-order RPG stuff. I know James,
who runs the site, and I know you'll get great customer
service, turn-around time and order security from him.
The site's got 7000+ products, ships fast, and prices are
very competitive. So, if you're looking to buy some RPG
stuff in the future, please check out http://www.rpgshop.com
[P.S. This is not a paid advertisement. Though James put
some promo stuff about this ezine on his sites for me, I
personally vouch for him and for RPGShop.com.]
Tips Request: "More Descriptions Tips"
Well, I certainly haven't provided all the descriptions tips
that there possibly can be. :) I'd like to hear your tips
and publish them in a Part II issue:
- How to think up better descriptions
- How to deliver better descriptions during play
- How to plan for better descriptions
- Any miscellaneous descriptions tips
Send your tips and thoughts to:
johnn@roleplayingtips.com
Thanks! :)
Return to Contents
Readers' Tips Of The Week:
- Use Drawings & Highlighters For Magic Items
From: Travis W.
Here's a neat tip that the PCs in my campaign liked.
When the players get a new magic item, draw it, then make a
copy of it for them. This saves time describing it. When the
players cast detect magic, take the copy and use
highlighters to highlight the edges, or, if it is a blade,
runes on the blade, etc.
Plus, if you use the same color for the same type of magic,
like red for illusion, green for necromancy, it creates a
more realistic view of the campaign by using repetition, and
allows the characters to visualize what their wizards are
actually seeing.
My players like this tip and have started asking for all
magic items done by drawing and highlighting, but I don't
have the time. I stick just to weapons, though I have
thought about doing magical runes or traps the PCs often
find on the walls, books and scrolls.
- Cool RPG Software For Macs?Have Players Write Their Character Stories
From: Roman G.
Johnn,
I love RolePlaying Tips Weekly and all the great content
I've seen in the past months of being a subscriber. I
particularly appreciate the slant toward GMing; As a good
portion of my fun with RPGs is world-building, RolePlaying
Tips really helps in that area.
In RPTips #82, I saw your endorsement of the Dungeon Crafter
software and went "Great! This is what I need!" So, I went
to the site to download it and, of course, it's a PC only
application with no Macintosh equivalent.
I would greatly appreciate it if you'd put a "shout out" to
folks who know of great links for shareware/freeware gamer
utilities available cross-platform or for the Macintosh. I
am particularly interested in software for D&D-3E, the LUG
Star Trek RPG, and general game-related PIMs.
Just to get the ball rolling, let me show you the Mac gamer
utilities I found in my net search:
- At the Adventurer's Guild Online ( http://65.4.246.200/GamingAids/ ), you'll find:
- GURPS Character Sheet, a WYSIWYG PIM for GURPS Characters.
It supports drag & drop, Navigation Services, rudimentary
AppleScript as well as the whole of the GURPS Basic Set,
Compendium I and Compendium II. This software is available
in 2 versions: one for PowerPC machines running OS 8.5+ and
a version for 68k machines running OS 7.5+
- Call of Cthulhu Investigator Spawner - a character
generator for CoC.
- Holy Roller! & Stacked Roller! - dice rollers.
These programs are Mac only.
- For those into super-hero games, there's zan's Super Home!
( http://www.rabunda.com/~super/index.php ) The entire
site is a great resource for any comic-book fan and super-
hero RPG player and covers all games including Aberrant, DC
Heroes (both versions), Villains & Vigilantes, Champions, and
both versions of Marvel Super Heroes.
In terms of software, zan's Super Home has an _excellent_
character generator for the TSR Marvel Super Heroes Game
(Universal Table system) and a great dice-roller for the
game as well. And, they're available in both Mac and
Windows versions!
And the best part about all these is that they're FREEWARE!
Again, I'd appreciate it if you'd let your subscribers
know that there _are_ gamers out there that prefer Macs and
we would appreciate a few links to Mac software for gamers.
Thanks.
[Johnn: send your links to me at johnn@roleplayingtips.com ]
Return to Contents
- Have Players Write Their Character Stories
From: Dave S.
Hi Johnn,
Well, great magazine, thanks for all the work. One word I'd
just like to mention about Kelly P. typing up all the
character stories: don't!
[ See http://www.roleplayingtips.com/issue90.html#r7 ]
My advice to all DMs is to let the players type these
stories up themselves. The DM usually has more than enough
work to do already.
In my campaign I offered an experience reward: XP for the
character upon delivery a back-story emailed to me. Those
who like roleplaying cashed in real quick.
Return to Contents
- Introduce Your Sessions With A Short Story
From: Riina S.
For an interesting way of starting games and getting
everyone straight into the mood, try introducing the session
with a short story about the game. You can tailor the style
you use to the genre of your game - for example, in a 7th
Sea game I play in, the GM introduces each game with a single
page written like a Dumas (e.g. The Three Musketeers)
novel, and dated to seven years after the campaign is
currently set - as if they were excerpts from a novel about
our exploits. In an Urban Fantasy game I ran I introduced
each story with a tale I narrated as if I were a traditional
storyteller telling the tale of the PCs as if they were
mythological heroes. These introductions can be used in a
number of different ways:
- To set the scene and mood of the game, and to capture the
players' attention. This is the perfect time to go into a
detailed description of the surroundings, and build some
mood for the game. Make sure you describe the PCs in the
scene to help get the players into character as well.
- To show the players that their characters' actions have an
impact on the world which they might not see. e.g. you can
mention an NPC whom they defeated drowning their sorrows in
a tavern, or vowing revenge. Or you could show the small
street urchin they helped snuggling into a warm bed with a
full stomach.
- To foreshadow coming events. e.g. describe someone
following behind the PCs, or someone arranging a trap for
them. The trick here is to keep the information vague but
promising. Don't tell them exactly what is happening and
where, just that _something_ is being set up.
- To heighten the tension. e.g. in a recent episode of a
game I play in, the GM (my partner Gareth) gave us an
introduction sheet which contained the following passage:
"Andre du Paix stood, defiant, in the mud of the narrow
alley.
Their questions made no sense, but the pistol against his
temple was clear enough. "Messeurs, I do not know of what
you speak! I am only here for the theatre!" Their cold gaze
held his, and a horrible sensation crawled up his spine as
realisation dawned; they didn't care. Eyes narrowing,
Alexandre Jean-Marc Ventourne du Rogne came to a decision
and, lest it flee before his fear, made a sudden grab for
the pistol. Fast as he was, he could not match the mere
tensing of a finger.
The others watched for a moment, then turned as one and
walked away."
In the previous game, my character had found the body of a
man, dressed much like himself in an alleyway which he had
spent some time in only hours before the man would have been
shot. He had discovered that the man was using the same
"traveling name" as himself - Andre du Paix. Add to this the
fact that the victim of the people in the alley way had
reacted much like my character would have, and had a similar
background, and you can imagine how creepy it was to read
the story! It served to terrify the hell out of me, and
_definitely_ captured my attention!
- To cover the events of a brief down time. Instead of
running through short down times, you can describe the
highlights in a brief story. Make it as dramatic as
possible, and throw in little things to characterise the
PCs, and it will also help get them into character, whilst
avoiding lengthy discussions about downtime activity.
Obviously this technique is more useful in games with a
heroic or cinematic feel, but it can be a real thrill for
players to see stories about their characters written like
heroic legends, or novels or scenes from movies. It can be
an excellent way of giving your players information which
they need, or for getting people into the mood, and into
character at the start of the game.
Return to Contents
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