DMing in Full Color
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Set the Scene
Establishing the setting for encounters, whether they take place in a wind-whipped mountain pass or a dimly-lit underground chamber, is an important part of the DM's responsibilities. When all a DM does is to draw room dimensions on a battle map and says "This is what you see," chances are, that is all the players (and their characters) will see: outlines on paper. The effective DM will take his descriptions of an area beyond mere room dimensions and make it live for the players. The following are examples of ineffective and effective descriptions of encounter areas:
Ineffective Setting
The room is 20 by 20 feet and has a couple cots and a table in it.
Effective Setting
The door sticks and opens only with effort, scraping the mold and moss that carpets the floor beyond. Even the beds and table are encrusted with the stuff. The walls remind you of leprous sores, with gangrenous wounds where scabs of plaster have fallen away. Even as you stand here, a mottled chunk falls silently to the padded HOOT.
Ineffective Setting
You come to a clearing in the woods with some ruins near the center. It's getting dark.
Effective Setting
The path through the forest abruptly opens onto a grassy clearing. Tumbledown remnants of an ancient building hulk in the center of the glade. Rows of fallen columns, like broken teeth, mark a path to the gaping entrance of the ruin. Even from here, you can see numerous statues filling wall niches and unpleasant sculptures looming gargoyle-like near the collapsed roof. Several leaning towers thrust up out of the ruins as if to catch the last light of the day. Even now, long shadows from the surrounding trees darken the glade, almost visibly creeping forward to make the darkness complete.
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Make Encounters Dramatic
The statue you were fiddling around with animates and swings its fist at you.
Described like this, the eerie magics that breathe life into an eight-foot-tall being of cold stone seem somehow mundane, as if it happened every day. Think how much more exciting it would be for the players if they were told:
As you attempt to remove the gems from the statue, the blood red ruby sinks inward as if it were a button being pressed. With a sharp snapping sound the statue's eyelids slide up to reveal jewels that glow like lanterns through green glass. Its cold stone flesh suddenly becomes almost hot, like a sunbaked rock and a hiss of vapor escapes its mouth. Its limbs move with unnatural speed as it swings a mallet-like fist at your character.
Notice how the second description focuses on what the characters see and feel. If the DM emphasizes the sudden movement of the eyes and punctuates it with a sharp sound, he may catch the players off guard. Like their characters, they too have been caught off guard and now share the character's apprehensions.