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Be a Good DM: Show Me, Don’t Tell Me

“Show me, don’t tell me.” It’s some of the best advice I ever received when I was taking creative writing courses. This is a way of letting the reader draw their own conclusion about what’s happening rather than the storyteller hitting them over the head with blunt and direct descriptive terms. It’s good advice for writers and it’s good advice for DMs.

The best DMs I’ve played with are masters of “show me, don’t tell me” even if they don’t realize that they’re doing it. The key is in the details. When you’re trying to convey emotion don’t just say “The man was sad,” describe the character and the body language and let the players draw their own determination of the NPC’s mood. “Although most people think the man at the next table is passed out, you can just make out the sounds of soft whimpering and sniffing as tears no doubt rolled down his hidden face.”

Describing the scene in this way requires a lot of little details. It takes longer to write and longer to read. You need to decided when it’s worth slowing things down to add these details and when it’s better to just tell it like it is. There’s no hard and fast rule, it’s something that comes with practice and experience.

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Greatest Hits 2011: The Little Details Make a Big Difference

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

I’m a big fan of adding in little details to my adventures and encounters as often as possible. In my home game my players know that I do this (at least they do now, almost a year after I wrote the original article) and enjoy the decision making and in-game rationalizing that often accompanies their discovery. They have to decide – Is this something important or not? Should we spend time and resources making this detail into something significant?

One other thing my players are learning is that as the little details become more common in my encounters, some of these details are actually quite significant to the adventure. Adding the little details for flavour is fine, but if that’s all you ever do then the players will get bored and start ignoring them. But, if you make a little detail important every once and a while you remind the players not to take any of them for granted.

The idea of using little details to really flesh out a scene is usually a very good idea. However it can backfire, especially if these little details are uncommon in your game. As soon as you do add something a little bit quirky the players will immediately latch on to it as they did in the example I used in the original article. They know how D&D works and if you’re describing it there has to be a reason.

I’ve actually found this is a real problem with D&D Encounters. In order to keep each week’s encounter tight and succinct the authors and editors often trim the fat and provide just what you need to know. This makes any little detail stand out. What I’ve been doing (or trying to do) is to add a little bit of flavour every week. That way when a little detail is highlighted in the adventure, alarm bells won’t immediately go off for all the players at the table. Since they don’t know if the detail is important or not they spend time investigating, and the result is usually some pretty good role-playing. When done right, these little extras will often make an encounter that much more memorable.