I love and hate descriptive text. And I’ll get back to that point in a minute.
In the mean time: A few months after I was hired as Brand Manager for RPGs at WotC, our department was reorganized and a couple new people were brought in, including a new boss for me. Part of the idea was to modernize the way we managed our brands, and my new boss was hired in from Kraft on the back of his top-notch brand management expertise. The guy was frankly a dickhead, and most of his direct reports quit over the next few months, after which he was let go. But that’s another story: My story revolves around the bullet point.
See, one of the things he forced down our throats was a new style of business communications. (By “forced down our throats,” I mean (among other things) “made me rewrite a 30-page report seventeen times.”) I was frustrated and incensed—I’d been a professional writer for two decades, and I didn’t need this philistine to come along and tell me I’d been doing it all wrong that whole time. But one of his key requirements was that we summarize our main theses in bullet points instead of running text.
Despite my righteous indignation—and his short tenure at WotC—I eventually came to see that he was right. My prose might be scintillating, but scintillating prose belongs in novels and blogs, and maybe the odd RPG sourcebook. When your reader needs you to actually get to the point, you need to put your point in front of the reader quickly, directly, and in clear order.
Around this same time I was giving a lot of Powerpoint presentations. You know what makes Powerpoint presentations really boring? Someone who writes their presentation out on slides and then reads them to you. You know what makes them interesting? Someone who speaks in a lively, engaged manner, keeps your attention focused on him or her, and never seems to be paying any attention to the slides.
I don’t write many 30-page business reports these days, and I don’t give many Powerpoint presentations. But I write a fair amount of stuff for my games, and I present that stuff to my players. And that brings me back to descriptive text.
As your journey takes you northward along the road, you approach a curve and see a scene of devastation and violence. A large wagon sits half in a ditch. Twenty feet away, a second, smaller wagon lays on its side, with smoke rising from it. Seven goblins, armed with axes, bows, and spears, appear to be ransacking the baggage and goods from the wagons, while an eighth stands atop the larger wagon, waving a staff and speaking in an animated voice. It seems to be dressed in a more ornate manner than the others. Around the scene lay the bodies of five humans and half-elves, which have been brutally murdered. There are woods to the left, while the open, rolling pasture to the right is dotted with large boulders. Overhead, a glowering sky gives the whole scene a apocalyptic air.
Read that to your players. Go ahead, I dare you. When you look up from the text, their eyes will be more thickly glazed than a Smithfield spiral-cut sugar-cured ham. And when you’re done and they lift their heads from the table, their first question will be “what was that middle part?”
That passage might have been a scintillating batch of prose (it wasn’t, but it might have been), but this isn’t a novel. Your players need you to get to the point, and even more importantly they need you to be lively and engaging when you do it. And now we get back to my asshat boss and Powerpoint: Your players need bullet points.
Now read this to them:
- Violent, apocalyptic scene: Bloody bodies, overturned wagons, rising smoke, and dense, low overcast
- Two wagons: large one in ditch; small one on its side
- Goblin in ornate dress rants from top of wagon; waves staff
- A bunch of goblin warriors ransacking baggage
- Forest to the east; open land with boulders to the west
Actually, don’t read it. Imagine the scene, then describe it. Spontaneously. Engagingly. In your own words. Glance at the bullet points just enough to remind yourself what you need to cover. And watch your players’ eyes: Hardly a lick of glaze to be seen—because you’re talking to them, instead of reading at them.
(As an aside, this cures my other pet peeve about descriptive text: Point of view. Too many writers of boxed text assume the players are approaching the scene from a particular angle. WRONG! The whole point of RPGs is that they’re nonlinear and the players may come from any angle! Bullet points make no such assumption; they simply state what is there. You add the point of view as you describe the scene.)
So what should your bullet points cover? Frankly, the same stuff you descriptive text would cover:
- The physical aspects of the scene
- The characters or monsters present and visible
- Sounds, smells, and lighting
- Atmosphere
Shoot for three or four bullet points—maybe five at most. The point is to convey the impression the scene makes, not to deliver every bit of information (more on that in a sec).
OK, you’re sold. The wisdom of my method is clear to you. But how do you master this technique short of sending seventeen drafts to my short-lived ex-boss? Follow these simple tips:
- Focus on what the characters would see in their first impression of the scene
- Make the most striking element of the scene your first point, and then go in descending order from there. Perhaps the dragon in the center of the cave is the most striking thing. Or maybe it’s the staggering size of the chamber. Or the waves of intense heat rolling over the heroes.
- Remember that you don’t have to describe everything. If you use a battlemat, that alone will answer a lot of questions (like how big the room is, the exact number of orcs, and where the table is located).
- Keep your language general (“a large hearth” is better than “a 12-foot wide hearth”)
- Leave the fiddly details, like what specific weapons the goblins are armed with, out. Your players can always ask for clarification. This keeps your presentation simple, and if they do ask followup questions, you’ve turned the process of describing the scene from exposition to engagement. Which is always, always good.
(By the way, this focuses on the descriptive text for encounters or scenes, but it works just as well for monsters, NPCs, spell effects, or anything else you care to describe.)
I love descriptive text. I mean, I still put my bullet points in a gray box at the top of my encounter writeup. But what I hate is descriptive text, and this method has solved that problem for me. When the entire game industry recognizes my genius on this topic, it will solve it for everyone. What do you think—will it do the same for you?
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The breaking of the mood caused by boxed descriptions in scenarios when I first started gaming put me off reading out boxed text 20 years ago. I don’t think I’ve ever bullet pointed them but I usually work from a three or four sentence summary. I do bullet point the important information (and lies/miss understandings) of NPCs in a similar way. I’ll give it a try with the scenario I’m writing at the moment.
Hi, Mark. Wow, that was a quick comment—I hadn’t even finished my own first post-posting read-through!
I agree about the mood break. I’m a passable public speaker (lots of that Powerpoint practice), but even at my best, if I read it’s a shift in mood if nothing else. The key is to remain in your own voice and your natural level of GMing engagement. A summary could work just as well as bullet points, but I find that the bullets make it easy for your eye to move to and from the summary without interrupting your flow or overlooking anything.
That’s the magic of following blogs with a feed reader – plus the random chance that I happened to have just fired it up when you posted. I think your right about using your own voice – it helps keep the mood when GMing.
“Imagine the scene, then describe it.”
DingDingDing! Bang on. That’s the way I need to GM – if I can’t get my head around it and own the scene, I can’t describe it. Canned adventures are fine, but I need to internalize it or it won’t be real to my players.
The worldbuilding theory of “start small and expand” holds true for descriptions as well. I usually start with a glimpse – a general description containing at most two adjectives: “A tall cloaked man walks out of the shadows.” As the PCs get a better look or the players start asking questions, you can get into more detail: “He looks young but leans heavily on a glowing staff.”
Another mildly related point: I tend to not sweat about names. The players will rename everything based on their experience, especially when they can’t pronounce it. “Let’s go back and see Dr. GlowingStaff.” “You mean Arctarix the Enchanter?” “Yeah, Dr. GlowingStaff!”
Whether or not they survive using pet names is your call as GM.
“Start small and expand” is a great piece of advice—one I plan on writing about some time down the road.
And totally agree about names. Creating memorable details (like “leans heavily on a glowing staff”) is a much more effective way of creating identity for NPCs (or locales, events, etc.) in players’ minds than worrying about whether they remember the NPC’s name.
For place names, I try to cut the players off at the pass, figure out the most memorable feature of a place, and spin a name from there. Highcastle is a fantasy city with a floating castle. Go fig.
Make it easy for the players to remember and use names; after all they’re only in your world once a week, not all the time like you can be as GM.
First, you go off about exposition, now you’re throwing out descriptive text. Heresy!
Seriously, though, I found this article and the preceding one very informative. The next time I’ll DM I’ll try this out. I find myself engaging the players by not thinking all of this out beforehand, but that leads to its own host of problems.
One of the great things about going the bullet-point route is that it’s also less prep-intensive. You’re creating your encounters for tonight’s game, and you’ve already sort of imagined the setup. Instead of spending twenty minutes pouring the contents of your head onto paper and meticulously crafting it into prose, just jot down a few notes and you’re done.
Wow! I’m stunned at how obvious this is. I can’t believe it took this many years of gaming history to get to this observation. I shudder at all the years I spent writing long descriptive text (mostly to pad out my word count, honestly), which I generally hated doing. As a GM, I especially hated having to sit there and read all that material; and you couldn’t just gloss over it to find the salient details. You end up having to read the entire text. I’m going to start following this advice. Good job, Chas!
Hey, Ross! (The great Ross Isaacs, everybody!) Great to hear from you. Yeah, I look back on the stuff I used to prep for my own games even just a few years ago, and I can’t believe how much time I spent on writing it all out. And it’s not like that gave me a better game–in fact, I think I do better prep now, because I spend more time thinking and less time writing.
Wow. Thanks. I haven’t been great since 2003. =)
In the mid-80s, around the time of the release of Vampire: the Masquerade, the way in which we wrote games changed significantly. Descriptive text in little boxes got folded into large paragraphs of expository text. I guess the idea was that we were “world-building” not just “game writing.” Really, when I look back on it, I think we all suffered from a huge inferiority complex; we weren’t ink-stained wretches churning out gamers; we were world-builders and IP creators. And I think we forgot the end-user and his or her needs.
I think this idea firmly reverses that trend. If only everyone adopted it.
It was really nice to hear a pro say the same things as I’ve been saying for many years… I especially agree with the PowerPoint one – I was taught to put no more that 6 *short* bullet points on a slide then talk to them (*NOT* just read them out!).
I remember a long drawn out discussion with a senior member of the RPGA (who shall remain nameless) about descriptive text in scenarios. He used to slavishly read out the text exactly as written (even when it was very badly written) and all his players would see is the top of his head – I could see them all mentally switching off as he read a long description during a tournament scenario. Though I never used bullet points, I did highlight key terms/phrases/etc in the read-out box and scanned them while the players decided how to enter the room (or the next encounter space). Then, when they were ready to go, I looked them in the eyes and described the scene – and the key point that I tried to get across to this un-named person was that in looking at the players when I described the scene I could tell if they ‘got it’ or not (and change/emphasise descriptions appropriately). Sadly, he never did understand it…
Going over it with a highlighter is a great suggestion for dealing with published or prepared adventures, when you aren’t the person writing the descriptive text. I’ll definitely do that the next time I run something I didn’t write.
Keeping your chin up and your eyes focused on the players is really a key element of good GMing. And descriptive stuff should be building tension, not defusing it. But you can’t build tension when the players are watching the top of your head.
A nice re-use of what essentially is effective writing for the web, except you are really writing for yourself. Short, to the point, and designed to be skimmed quickly – exactly what a DM needs at game time.
Mr. Ryan -
With all the positive reviews of this post I wonder if the dickhead will read it and just ‘know’ that he’s being referenced. This is further interseting as I haven’t read your blogs and posts since you left WotC, yet Owen KC Stevens, SKR and at least two other RPG people I follow on FB linked this. As a PF Society Venture-Captain I read a lot of adventures and with the reposts by Paizo staff {and OKCS with PFRPG 3PP} I wonder how long until this ‘revolution’ in desgin is utilized. As a GM you get tons of information that would make the story so much more enjoyable/understandable, and still that needs to find its way into the module. Using bullet points saves word count but might remove some of those interesting tidbits that GM’s find a way to add to the story. Keeping the box text and adding the bullet points might add to overall word count but might keep those interesting items in the story.
Now I’m off to find any Kraft items at Walmart that might have bullet points on the packaging. – Be Well.
We so need to have you create a patronage project for us.
Steve Russell
Rite Publishing
What do you have in mind?
You could create something for our Questhaven Campaign Setting (pathfinder), If there is a system you prefer to work with we are very open to it and are open to pursing licences (Like we did for Amber Diceless), We have done creator owned properties as well (Jade Oath and Kaidan).
My experience with the model says that niche products that the mainstream market normally won’t produce are the best option for patronage projects, as the folks who are fans of these don’t have any alternative products so charging more goes hand it hand with the lack of supply. Hence why we have done High Level, Vitural Table Top, and two product lines based on out of print systems.
If you want to talk about it more please feel free to email me at worldsmith at gmail dot com
*I prefer a bit of description at the start of an adventure before play begins – but it’s often Star Wars with an opening crawl anyway.
*I’ve used an event list/bullet list style format for years for my home adventures, and end up describing scenes from those notes, on the fly. The list is linear, but the events themselves usually aren’t.
*I recently used this event list adventure style in a free Star Wars RPG Saga Edition adventure on my website (Unlikely Allies, if you are interested).
Oops, I meant the adventure 3,720 to 1, not Unlikely Allies (which is in a more traditional format).
The only time I can see this being less useful is when you’ve got dialog that needs to be delivered.
But then I’ve gone off and found the referenced post you wrote about that, and that’s a great option, but I don’t know if it’s that usable for game design.
By design, I mean adventures written for consumption by people other than your personal group. But it is a great idea.
My first instinct (regarding the other post about having players take on NPC dialog) is to agree; probably not quite right for a published adventures. But that made me wonder why not? Do we hold published adventures to a different standard? Maybe. Maybe we assume a lesser degree of investment than we do in our home campaigns; it’s that assumed investment, in part, that makes player-handled dialog work (you feel you can trust the players not to totally screw up the NPCs, and the GM to have the sense to keep things properly on track).
Maybe we assume, in a published adventure, that having a single hand on the tiller is just safer, to make up for the fact that the material wasn’t created by the people who are using it. Dunno. It’s an interesting question.
I’m sold. I’ll be adding this technique into my adventures from now on. Cheers mate!
I’ve generally used a type of “bullet-point” approach when drafting adventures for my home games. The style comes together quickly and makes it easy to find important information. It also comes together quickly.
The bullet-point structure has also shown an unexpected advantage in use: Instead of putting players to sleep, the few remaining blocks of boxed text instead grab their attention. When an adventure only uses boxed text in one spot, the players instantly notice that something significant is happening.
To keep my players interested in boxed text, I’ll often project more energy into the text, standing up and or even circling the table, looming over the players. I try to break it down into smaller blocks when I can, encouraging the players into a dialogue with any NPCs represented in the text.
[quote]The style comes together quickly and makes it easy to find important information. It also comes together quickly. [/quote]
Clearly I have a bright future in the Department of Redundancy Department…