This is the part of game writing that I have the most issue with since I tend to leave the details to the imagination of the players. This is a bad habit and shame on myself and others who are in this boat. Not only should the GM outline and describe the events that take place they should also describe the world in which these events take place. This will give the players a sense of the world in which their characters exist as well as provide details that will allow for better role playing. A good way I've learned to get around the issue of description is to try to find as close to the experience as you can. If there is a part of your city that loosely represents the kind of area you are describing then go there and start taking notes.
Photo courtesy of Proteon |
The key to describing a setting isn't just mentioning what is seen but also to engage the other senses. Does the place have a strange smell? What sort of background noise is going on? What type of people are in the area if anyone at all? Little details like this will help you create a world for the players just as vivid as you see when you close your eyes.
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