Story telling


Advice


I have been Dming a group for two years now and most things are going quite well. There is one thing I'm really struggling with, that is describing stuff and giving background stories. As soon as I have to discribe I somehow start to get nervous, stumble on my words, forget which is the logical order of telling things and I feel like I want to stop speaking as soon as possible. It's often unclear to my players what I mean and they get confused by it. (Luckely as soon as they start asking question I 'm in my not nervous anymore and can set things straight). I have tried different things, one of them was writing down what I should say word to word but I'm extremly bad at reading out loud and I've found that doesn't work for me. Other things did not work either. I have no problem rollplaying NPC but I think describing stuff is somehow closer to public speaking and gets on my nerves.
Does anyone of you have a similar problem? Or even better has anyone an idea how to improve this?


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You said you don't feel nervous when they start asking questions. Maybe, when they come to someplace new, rather than diving into a description, you can just say, "So, what do you want to know?" That way, instead of giving a speech, you're having a conversation.

Dark Archive

I believe i understand what you mean. While I would not call it nervous I sometimes have an issue when it comes to the initial description of important scenes. For myself its usually because I have spent so much time and effort trying to work through it in my head that when it comes time to talk I am flooded with a hundred different versions of what I want to say all at once. Just like you I tried writing things down and reading directly to the players but then I would focus too much on my own writing mistakes.

The one thing that I have found that works "better" but not a cure for the problem is to NOT be so specific and ultra detailed in the introductory description. Break it up into three... four or more smaller descriptions.

"As you turn another corner of the narrow winding passage leading ever deeper into the damp sandstone tunnels of the kobold lair the scenery changes, opening into a low cavernous chamber."

Take a moment to move miniatures or set up a new map and allow players to make any perception checks that they will undoubtedly ask for.

"The smell of rot and decay gets stronger the closer you get to the entrance. A faint chittering can be heard from the depths of the cavern."

Ask for clarification on who has light sources and take a moment to determine how far the PC's can see.

"As you bring your light sources up to get a better look you come to the conclusion this may very well be the source of the unusual dampness in the tunnels. Deposits of heavy minerals dripping from the ceiling of this chamber have begun forming stalactites and stalagmites... at least a dozen by your first guess."

Ask the players to take a single move action before you continue with your description...


I think you've really answered the problem for yourself. Rather than write down the exact description of everything, have a list of quick point-form questions related to the key information so you can fill in the gaps with your own words.

For example:

You've got an NPC that the PCs would already know about in this universe, but the players don't know anything about him/her, so you need to give them the essentials. Rather than delve into the entirety of their story like the average Tolkien wannabe, simply answer these questions.

1. What is this NPC known for? One or two simple things that you can elaborate on if asked.
2. Do the character's know this person?
3. Quick synopsis of the NPCs appearance. Defining features only. Tall? Short? Morbidly obese? Facial scar? etc.

Same goes for rooms. Normally I just say "it's old-looking. Mostly stone. Long table in the centre. Chairs have been knocked down." Point form usually does it, but you say it in your own words, which is where the flavour comes from. Rather than lots and lots of descriptions, how you describe it gives it atmosphere. Should they be afraid? Describe it ominously. Normally I just deadpan it and let them react to the information as they will, rather than indicate that something's out of place.

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