Episode 14: Improvising Descriptions – SIGHTS

In this episode, we take a deeper look at improvised visual descriptions and look at a few different ways to use the “description palette” (or “description cheat sheet” approach to improve our on-the-fly descriptions of what characters might see.

  1. Feature Palette (things and objects that fit with a given scene/theme)
  2. Adjective Palette (adjectives suitable for the given scene/theme)
  3. Seven Things (create a more specific pre-written set of descriptions)
  4. Tips on Better Visual Descriptions

Episode 13: Improvising Descriptions: How to Prepare

In this episode, we take a more practical look at what we can learn from three examples of boxed text descriptions In this episode, we look at improvised descriptions and how a little preparation can go a long way to creating great on-the-fly/off-the-cuff descriptions that feel vivid and exciting. We look at 6 key ways to prepare prior to game so that your in-the-moment descriptions feel more natural and organic.

  1. Memorizing descriptions from existing modules.
  2. Drawing inspiration from fiction, film, and tv shows.
  3. Writing your own boxed text descriptions.
  4. Using description generators, tables, and other compiled lists and tools.
  5. Practicing improv through word association and freewriting
  6. Preparing a list of descriptive cues and hooks.

Future episodes will delve into Option 6 in more detail, beginning with a look at how to prepare visual cues and hooks for describing what characters see.

Episode 12: Learning from Modules: The Temple of Elemental Evil

In this episode, we take a more practical look at what we can learn from three examples of boxed text descriptions from the classic 1985 module The Temple of Elemental Evil written by Gary Gygax.

  • How does Gygax set the stage for adventure?
  • What can we learn from his physical descriptions of natural spaces and dungeon/temple rooms?
  • How have the needs and expectations surrounded description changed?
  • What are some things we might need to adjust or change to suit our own groups or our DMing/GMing style?

Episode 11: Working with Modules & Boxed Text Descriptions

In this episode, I look at how we can use prewritten modules and the provided boxed text descriptions to deliver great narration.

Some questions we explore:

  • What’s the difference between boxed text descriptions and the module information intended for the GM?
  • Why are some descriptions better than others?
  • How can we get the most out of the read-aloud text boxes?
  • What are things we should avoid?
  • How can we use prewritten materials to enhance our game if we prefer to improve our descriptions?
  • How can we make the most of a module that has incomplete or insufficient descriptions?
  • And many others.

Episode 10: How to Describe Villains, Pt 1: First Impressions

In this episode, I adapt the principles for describing people to the more specific task of describing villains. For the most part, we’re still looking at first impressions, so I focus on:

  • Aura
  • Physical Presence
  • Connections
  • Dialog

But I also address how to take cues from mental ability scores so that you have a better sense of how to deliver dialog and embody that villain, as well as how to describe their interactions with the player characters. What next? More discussion of villain descriptions and strategies to make it easier to describe them on the fly. A discussion about monsters and how to describe them. And at some point, we’ll move on to describing magic items, artifacts, and spells.

Episode 9: How to Describe People

How do we describe people that our players encounter? Whether they are a peasant, knight, stranger on the road, bandit in the thicket, or drunk outside the bar, the first time the party meets them should be memorable. How can we make these NPCs (non-player characters) come alive in the minds of our players?

This episode does a deep dive into first impressions, breaking down what happens when we see someone for the first time and how we can build a description based on the ordering of

  1. unconscious impressions
  2. conscious evaluations
  3. contextual factors

If these tips and insights are helpful to you, let me know below!

Episode 8: How to Describe Combat, Pt 3: Action by Action

Action by action, roll by roll, how do we make combat more exciting and compelling, and not just a slogfest of overwrought description or an underwhelming barrage of “You hit. You miss”?

This episode looks at different ways of describing combat actions, including:

  1. Focus on the Attacker
  2. Focus on the Target
  3. Focus on the Terrain
  4. Focus on the Impact of Others

As well as a lot of other tips, tricks, and insights related to improving and more deeply understanding combat action descriptions.

Episode 7: How to Describe Combat, Pt 2: Narrative Approaches

If you’ve ever wondered how to make your combat descriptions more dynamic and exciting, this is the episode for you. I look at four narrative approaches to describing combat (reactive, consequential, cinematic, and panoramic) and how to use them effectively.

Understanding these concepts will help you be more deliberate and intentional in how you describe combat, whether you’re focused on actions and reactions, or you’re interested in creating a more cinematic and dynamic feel.

Episode 5: How to Describe a Room, Pt 3: What’s Here?

How can we describe a room’s contents in a way that doesn’t just feel like a jumbled inventory of details and things? In Part 3 of How to Describe a Room, we turn our attention to describing the contents of a room, as well as considering how what’s there can influence the order and trajectory of our descriptions.

We look specifically at:

  1. Lighting
  2. Fixed Features
  3. Movable Furniture
  4. Elevation
  5. Threats and Opportunities