Critical Role's Matt Mercer, a Dungeon Master of evocative flavor text |
Flavor text is still important, though. While it is possible to ad-lib the descriptive imagery of your campaign, having the occasional pre-written paragraph will help you on multiple levels... It gives you a break from having to improvise all your lines, it provides you with practice with phrasing things clearly, and it is usually prepared with more attention to detail than something you might come up with on the spot.
The most difficult aspect of flavor text to me is that you might spend a lot of time preparing it only to have players miss any opportunity to hear it read aloud. If you prepare pages of description of a haunted castle only to have your players opt for an adventure in the sewers instead, you might feel like you wasted a lot of your valuable prep time.
That's why I like to keep my flavor text loose and modular. There's no need to overdo description as if you were writing a full blown novel. Instead, it's important to focus on the essence of the story you want to convey. Here's how...
If nothing else I like to write down a list of keywords that seem evocative of the environment the players may find themselves in. For a hospital, this might be: Clean, sterile, pristine, quiet, brightly lit, somber... these are building blocks that might help with improvising on a basic level. Remember that these need to take into account all five senses. Just like a good book, the narrative is more immersive if it's about more than just what you see but also what you smell, feel, hear, and so on.
Next I will write out the descriptions for things that I am sure the players will encounter. A vital NPC or quest-giver, the main villain, the party's home base. I keep these short and sweet. No description needs to be longer than a line or two. Too much prose can bog down the pacing of an adventure.
Finally I will add whatever text I might or might not use. This part is just for fun, if I have extra time and feel creative. This will include descriptions of certain people, places, and things that the players might run into. I will often use the key words I made up earlier and mix them into these descriptions as needed. If these descriptions don't come up in the adventure, no problem! I might recycle them in a future session, using the description of a room or monster at a future point when it might be relevant.
Flavor text is one of the most iconic aspects of the DM's narrative patter. It shouldn't be neglected. Rich, elaborate descriptions of the game world can make a game more exciting and fun. But there is no need to feel pressured to write pages of these details in preparation for an adventure. Do what you can, and learn to improvise the rest. Have a handful of sentences ready to set the scene and make it memorable, and keep those keywords in mind when you get stuck. Remember to remind your players about their surroundings in the game world in a fun and engaging way. A memorably described scene is the first step to a memorable encounter, so have fun with the process of writing and creating your own tabletop world!
Happy ventures!
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