Using Description in TTRPGs
Quote from Jason Campbell on September 18, 2023, 1:03 amBy Jason Campbell
This description of a simple room could be from any TTRPG game session. What does it tell the players? There’s a few books on bookshelves, a tapestry, a candle, and a person gets up from a chair in the far end of the room. That’s about it. But what else do the players know?
The way you describe an area can be just as important to your game as the objects you describe. It’s often the way you describe something that sets the tone for the adventure. You set up a theme by using certain words, by the order you describe things and by the amount of detail you use for certain items, as well as the tone of voice you use in your description. Leaving the description of the figure until the end sets a non threatening tone. The above description leaves the players with the tone of sadness, as if they know the figure is forlorn before they even speak to them. It might work well in a gothic drama, or a horror game.
This description could be of the same room, but yields a different tone. By focusing on the figure first the players concentrate on it. The other decorations in the room are only briefly discussed as the figure ignores them. This description gives a feeling of foreboding. The figure isn’t charging to attack the player character, but the players are naturally suspicious. This description would set the tone for a game where the players are exploring the unknown and they need to be guarded.
In this description the figure doesn’t appear threatening. It isn’t clear what is happening in the room, but there’s a feeling that there’s something going on. The player characters have walked into a story in progress but have no idea what that means. The tone isn’t foreboding or threatening, it isn’t even gloomy. This could be a description in a mystery, even a light hearted game session.
The way you describe a scene gives the players more information than just the few plot points therein. Use your words to tell the story and set the tone.
What do you think? Do you have an example of a description from a game that set the tone for the adventure?
By Jason Campbell
This description of a simple room could be from any TTRPG game session. What does it tell the players? There’s a few books on bookshelves, a tapestry, a candle, and a person gets up from a chair in the far end of the room. That’s about it. But what else do the players know?
The way you describe an area can be just as important to your game as the objects you describe. It’s often the way you describe something that sets the tone for the adventure. You set up a theme by using certain words, by the order you describe things and by the amount of detail you use for certain items, as well as the tone of voice you use in your description. Leaving the description of the figure until the end sets a non threatening tone. The above description leaves the players with the tone of sadness, as if they know the figure is forlorn before they even speak to them. It might work well in a gothic drama, or a horror game.
This description could be of the same room, but yields a different tone. By focusing on the figure first the players concentrate on it. The other decorations in the room are only briefly discussed as the figure ignores them. This description gives a feeling of foreboding. The figure isn’t charging to attack the player character, but the players are naturally suspicious. This description would set the tone for a game where the players are exploring the unknown and they need to be guarded.
In this description the figure doesn’t appear threatening. It isn’t clear what is happening in the room, but there’s a feeling that there’s something going on. The player characters have walked into a story in progress but have no idea what that means. The tone isn’t foreboding or threatening, it isn’t even gloomy. This could be a description in a mystery, even a light hearted game session.
The way you describe a scene gives the players more information than just the few plot points therein. Use your words to tell the story and set the tone.
What do you think? Do you have an example of a description from a game that set the tone for the adventure?