One of the GM’s most fundamental skills is description. The GM’s words are, after all, the players’ window into the game world. While some performance-enhancing work-arounds do exist (pictures, miniatures, maps, etc.), the bulk of the heavy-lifting boils down to what the GM says and how they say it.
I’ve given general tips for crafting effective descriptions in the past, but if you’re looking to boil things down to some basic procedures, here are some simple formulas. (Our goal here will be to create descriptions that are efficient, effective, evocative, and also easy.)
DUNGEON ROOMS
For a dungeon room:
- List every notable thing in the room and its position. (“Notable” here can be broadly understood as “thing the PCs will interact with / check out / will inform their actions.” Check out The Art of the Key if you want to delve deeper here.)
- Use the Three of Five rule by dropping descriptive tags on some or all of the notable things. (In short: “Think about your five senses. Try to include three of them in each description.”)
- If appropriate, add a verb. (Add action to the scene; e.g., instead of “there is a waterfall,” there is “a waterfall tumbles down the far wall.”)
For example, a room has:
- wardrobe
- bookshelf with arcane tomes
- a goblin
Use the formula to generate:
A horrid stench [smell] emanates from a wardrobe off to your left. On the opposite side of the room, there’s a bookshelf stuffed full [sight] of thick tomes and tightly wrapped scrolls. There’s a goblin pawing through the books on the shelf, knocking them to the ground [verb]. Seeing you, the goblin gapes its maw and screeches [sound].
NONPLAYER CHARACTERS
Whether improvising an NPC on the fly or prepping a Universal NPC Roleplaying template, you can use this formula:
- An action.
- What are they wearing?
- One physical trait.
For example:
Lady Silva is wearing a beautiful blue dress [clothing] that compliments her sapphire eyes [physical trait]. She taps her finger thoughtfully on her chin while looking you up and down [action].
When using the Universal NPC Roleplaying Template, the NPC’s action may be drawn from the Roleplaying section of the template (i.e., the action may be the NPC’s common mannerism). But it doesn’t have to be. The key thing is that you’re establishing the NPC as someone living in the game world; you’re not describing their headshot, you’re establishing them in the scene.
MONSTERS
When encountering a monster:
- Look at their abilities and attacks; describe how one or more of those are physically manifest.
- Describe one non-ability-based physical trait. (Use ability scores as inspiration if you’re coming up dry.)
- Add a verb.
Let’s pick some monsters at random and see how this plays out.
Hill Giant. They have a greatclub and a rock attack. Include the club in the description. You might mention that they’re standing near a pile of rubble (from which you can later describe them snatching up rocks to throw at interlopers). They’re a giant, so… they’re quite tall. (You don’t have to make this complicated.) What are they doing? Gnawing a bone, scratching their head, chatting amongst themselves, swatting giant flies swarming around their head? (Again, you don’t have to be particularly clever. Establish the idea and move into the scene.)
Revenant. One of their abilities is Vengeful Glare, so describe them as having eyes that burn with an eerie blue light. It’s undead and has 18 Charisma, so we can add that it’s an incredibly handsome figure with chalky gray-white skin. Simply add an action appropriate to the current scene.
(As with our other formulas, don’t get hung up on the order here. The description of the revenant, for example, can be: “A dark figure perched atop a rocky promontory, gazing out across the valley. The man’s features are handsome, but its eyes burn with an eerie blue light and its skin is a chalky gray-white.”)
Xenomorph. Their acid blood won’t be immediately obvious, but perhaps we could riff on the idea of bodily fluids by having their jaws slavering with some alien fluid. Their serrated tail whips back and forth, while the flickering fluorescent lights gleam off their black, chitinous exoskeleton.
A WORD ABOUT FORMULAS
Formulas are… well, formulaic. They’ll only take you so far, they can easily become repetitive, and it’s trivial to find examples where the generic formula will be a poor fit for the material. The role of these formulas is not to be the be-all or end-all of RPG descriptions. But if you’re stuck, you can use them as simple recipes to get your brain churning. In fact, you’ll often find that starting with a formula will quickly inspire you to spin out of the mold and create something completely different.
If it does?
Mission accomplished.
PERSISTENT DESCRIPTION
As you’re looking to expand beyond the simple formula, one thing to keep in mind is that description should persist throughout a scene.
I’ve mentioned in the past that the legacy of boxed text can condition GMs to think of description as something you only do at the beginning of a scene or when the PCs enter a room. But that’s an artificial limitation of published modules that you should try to move beyond as you’re running the game.
Add sensory details. You mentioned that there was broken glass on the floor [sight], but as the PCs move into the room you can add the description of the grass crunching under their boots [sound and touch]. The waterfall was described as roaring [hearing], but you can build on that by mentioning the cool mist it throws up [touch] or the fractured reflections of light dancing across the walls of the cave [sight].
Investigate to find new details. When the rogue heads over to check out the wardrobe, take the opportunity to describe the intricate carvings on its doors. After seeing Lady Silva for the first time they grab their drinks and head over to talk to her, and you can take the opportunity to add the color of hair as she turns to look at them.
In the case of a keyed dungeon room, this can actually be structured and prepped. Remember how we listed each notable thing in the room? When the PCs go to investigate or interact with a notable thing, that action simply triggers additional details.
Discover new things. In addition to finding new details about things you already know, the PCs may also discover entirely new things in the environment as they explore it. (What’s inside the wardrobe and causing that terrible smell?) Matryoshka techniques can be a powerful way of running this.
Introduce new elements. A cold wind blows through the cracked window. An otyugh shambles through the door. A police siren wails past the apartment building. A flickering hologram manifests in the center of the chamber. You don’t have to wait for the PCs to investigate to add something new to the scene. The world is a dynamic and active place.
Combine. All of these methods can be used in conjunction. Someone throws a rock with a note wrapped around it through the window. As Bryan goes to pick up the rock, describe the crunch of broken glass under his feet. The rock itself is black obsidian. As he pulls off the note, describe the texture of the vellum.
An image I find particularly evocative is to think of the description of the game world as being layered. You don’t have to exhaustively describe every single detail of an environment in one big glob of exposition. Make sure that the players have the key information they need to orient themselves and understand what’s happening; but then either peel back or add on (whichever visual analogy works better for you) additional layers of description as the scene plays out, slowly building up the mental image of the place like a painter laying down paint on their canvas.
EVOLVING MONSTER DESCRIPTIONS
Speaking of layers, here’s an extra tip when it comes to describing monsters.
The first time the players encounter a monster, you need to establish the monster’s basic visual image. (And you can use the formula described above to do that.) Once the players are familiar with a monster and are able to put a name to it – goblin, gelatinous cube, blood terror, little fuzzies, etc. — you don’t need to re-establish the monster’s basic description each time.
However, this can lead you into the trap of replacing evocative description with bland labels: “You see six goblins.”
What you usually want to do instead, once the players know what a monster is (when you can say “it’s a worg” instead of describing the worg), is to dig one layer deeper by customizing the monster.
These aren’t just six goblins; they’re six goblins dressed in opera dresses. This isn’t just a worg; it’s a worg with a bright red scar over its left eye. This yeti’s fur is matted and filthy. This ogre’s hair is tied up in a topknot. This ghoul’s left arm is broken; it’s hand flopping back and forth on a loose flap of sinew. This wraith wears an iron crown of Angorak.
When the PCs run into a mob, you don’t need to customize every single one of them. (And it’s usually counterproductive to do so.) As a rule of thumb, you’ll want to either customize one of them (it’s a group of yetis, and one of them is wearing a sapphire amulet) or focus on what’s notable about all of them (all of these yetis are missing a finger on their left hand).
(If you’re making one member of a group stand out, it will often be the leader. But this isn’t necessarily true. For example, one worg out of the pack might be limping and ostracized by the others.)
For humanoids, you might use the full formula for an NPC described above. But for monsters you often just need one salient detail to distinguish them.