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This is part 4 of 8 of the series: GMing, Basically

How to Talk to Players: The Art of


Narration

There comes a
certain time in every
GM’s life when he
starts to notice
changes. Suddenly,
he starts to take an
interest in those
strange creatures
sitting across the
table from him. Or
her. Whatever. They
are players. And their
ways can be strange,
mysterious, and
vexing. And they can
make a GM feel all
sorts of strange emotions: nervousness, fear, frustration, and violent rage. But, no matter how
strange and confusing, no GM can live without players. So, eventually, every GM has to figure
out how to talk to players.

Usually about five seconds into the first game session.

Now, this article is a little digression from the other “How to be a GM” articles. We’ve been
talking about the basics of adventure building. But we’re stepping backwards to cover a basic

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skill of RUNNING the game. I could have covered it before, but it will be a lot easier now that
I’ve covered the basic scene structure of the game. If you haven’t read that yet, maybe you
should. And if there’s anything else on my site you haven’t read yet, go f$&%ing read it. What’s
wrong with you.

The GM’s Three Jobs


When it comes to running the game, GMing requires three basic skills. A GM can fake her way
through a lot of stuff, but not these things. These three things are the things she has to be able
to do to even call herself a GM.

First, there’s Adjudication. Adjudication is the skill of figuring out what happens when the
characters in the story do things. Adjudication usually comes from following the rules of the
game system, but the GM has to understand how those rules work and how to apply them, as
well as when to ignore them or overrule them. I’ve written a lot about Adjudication, but the most
important thing I’ve written about it is: Adjudicate Actions Like a Motherf$&%ing Boss.

Second, there’s Narration. Narration is the art of imparting information to the players. And that’s
what this article is all about. So we’ll just leave it at that for a moment because there’s a several
thousand word deluge coming shortly.

Thirdly, there’s Role-Playing. Now, Role-Playing IS NOT acting in character. It’s not portraying
NPCs and monsters. Other people will tell you that’s what it is, but those people are wrong. And
dumb. Don’t be dumb and wrong. Be like me. Be right. Be smart.

Role-Playing is the act of making choices. For the GM, Role-Playing is deciding what all the
monsters and NPCs and deities and cosmic forces and all other things in the world that can act
on their own volition actually do. When the PCs do a thing, the GM has to be able to decide
how the king or the goblin or the god of goblin-kings reacts. When a villain’s plans get trounced,
the GM has to decide what the villain does next. THAT’S Role-Playing.

It is a MYTH that you, the GM, must be a good actor. You don’t have to be a good actor at all.
You have to be good at making choices based on hypothetical worlds and imaginary creatures
and you have to be good at communicating what happens as a result of those choices. But you
do not have to do silly voices or be an expert in the Stanislavski method or know anything
about Uta Hagen. So, if you’ve been worried about that, calm down.

And that’s it. That’s what a GM has to be able to do. Narrate scenes, determine the outcomes
of various actions, and make choices for monsters and NPCs. Everything else is extra. Gravy.
Frankly, unimportant. If you can do those three things, you’ll be a good GM. If you can’t, nothing
else you can do will save you.

Narration: Let’s Talk about Talking


So what is Narration? It’s kind of a funny question. Everyone is like “duh, I know what narration
is.” But do you? Do you really? Because people have funny ideas about narration. They use
words like “description” and phrases like “paint a word picture” and “engage all the senses.”

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And guess people who use those words and phrases are? That’s right. WRONG and DUMB!
You’re getting it.

Narration is not about painting a scene. It is not about describing. It’s not about setting a mood.
It’s not about engaging the senses. It is not about transporting the players to another world.
Those things HAPPEN sometimes with good narration, but they happen sort of automatically.
They don’t need any effort from the GM. People’s imaginations do all that heavy lifting.

Narration is about CLEAR and CONCISE verbal communication. It is about IMPARTING


INFORMATION. Seriously. I s$&% you not.

Watch this. I am about to transport you into another world full of wonder and terror. I just need
you to do one thing: imagine a spooky cemetery at twilight. Got it? Can you see it in your
mind’s eye? Good. Now, for fun, pick out three things you can see in that cemetery. Come up
with three things you can spot just by looking around the cemetery in your brain. Wait until you
have them. And then read on.

Okay, so I see that sort of wispy fog that drifts like ribbons between the gravestones.. And I see
strange, shadowy monuments. And I see creaky, skeletal trees. Maybe you had some of those
too? Maybe you had different things?

Now, what does this exercise show?

IT SHOWS THAT I ONLY NEEDED FOUR F$&%ING WORDS TO PUT YOU IN A SPOOKY
CEMETERY AT TWILIGHT! YOUR BRAIN DID ALL THE HARD WORK!

Understanding Your Medium


Here’s the part where I start to talk about literary analysis and psychology and it all sounds like
useless horse$&% but then it radically alters the way you look at GMing. I mean, that’s how this
always plays out, right? Let’s talk about comic books.

I never really got into comic books or graphic novels or whatever they are called. But recently,
someone pestered me into checking out some of the Deadpool s$&%. And, I gotta be honest, I
kind of like it. I’m not going to turn into a comic book fan or anything like that. F&$% no. But I
like metahumor and misantrhopes and anything that doesn’t take itself too seriously. And I like
the sort of like the existential mystery about whether Wade (that’s Deadpool’s real name, just to
prove I actually did read stuff) is REALLY a comic book character in the universe and he’s the
only one who knows it or whether he just thinks he’s a comic book character because he’s
insane and he just happens to also star in a comic book in our universe.

But, if you compare comic books to, say, amateur webcomics, you’ll notice something
interesting. For example, I used to struggle to enjoy this comic called 8-Bit Theater. It was a
sprite comic based on the original Final Fantasy game for the NES. And, for a while, I also
enjoyed Order of the Stick. But, as time went on, I found myself enjoying them less and less.
Because they got really, really verbose. There were whole episodes of 8-Bit Theater that were
just long walls of text with some pictures around the edges. And Order of the Stick’s dialogue
has gotten really, REALLY wordy lately.

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Now, some people really LOVE those comics, but they also illustrate a very important point:
understanding your medium.

I’m a wordy guy. I write long, complicated sentences and I like wordplay. That’s why I didn’t
draw a webcomic. That’s why I only do podcasts and video stuff occasionally. And then it’s
mostly tangential. I don’t dig into the meat of anything the way I do when I write. Because I
understand that different mediums do different things.

For example: comics are a visual medium. They are about telling a story with still-images,
about conveying action. So, if you bury your comic behind piles of words, you’re missing the
point.

When a movie starts with too long a text crawl, we balk. “You have the ability to SHOW US
what’s happening! Why aren’t you f$&%ing doing it?!” I don’t understand why movies ever,
ever, EVER start with text crawls. It’s crazypants! Movies are visual. They can show action. And
emotion. We can see and hear things. That’s why we like movies.

Take video games as another example. What’s the big draw of video games? They are
interactive. We make things happen by playing them. We participate in them. And that’s why,
with the possible exception of Hideo Kojima, you don’t make your video game just an endless
string of non-interactive cut scenes. Right, Order: 1886?! DO YOU UNDERSTAND WHAT I’M
SAYING?!

RPGs are an interactive medium. They invite the players to imagine the world, imagine
themselves as characters in the world, and make choices that change the world. They invite
the players to take an active role in the game. Everything about role-playing is about a
combination of imagination (imagine the world, imagine your character) and choice (and decide
how your character reacts to that world).

Narration is pretty much the opposite of all of that. Yes, it is necessary. The game wouldn’t work
if there wasn’t some narration. If it was just six people sitting around at a table imagining
whatever they wanted, those six people couldn’t play the same game. But, narration is passive.
“Sit back and listen while I tell you what’s going on, and imagine it exactly as I describe it.”

On top of that, narration is entirely verbal. It is spoken and heard. And that creates some
peculiar limitations. First of all, you can’t verbally describe something to the same extent that
you’d describe it in a novel. You have to be brief so people will listen to each word and put it in
their heads. And you can’t use overly complex language. That includes both words people
aren’t familiar with and complex sentence structures with multiples clauses. You can’t list more
than about three details before people stop keeping track of them. Because people can’t go
back and reread what you’ve said. They can’t look up words they don’t know.

But fortunately, RPGs aren’t sensory. There’s no video. No audio feed. Nothing like that. Its just
the words and the imagination. And that’s actually a pretty good thing. Because there’s nothing
to get in the way of anyone’s imagination. That’s why I can get away with “spooky cemetery at
twilight” and people will call me an amazing GM. Because I’m letting their imaginations do all
the hard work. Which is precisely what we want in RPGs. Imagination and freedom.

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So, let’s call that rule number one: be clear, be concise, be economical. Use the fewest number
of simplest words possible. And leave a lot to the imagination. I know it’s the opposite of what
everyone else says and I know that flavor text in adventures does the exact opposite thing. And
I know I ask you to take a lot of what I say on faith because a lot of what I say sounds like the
ravings of a lunatic. But I’ve never steered you wrong. And if I have, shut up. You must have
done it wrong.

How to Narration
Let’s get down to the meat and potatoes now. Enough wanking about mediums and imagination
and s$&%. Let’s talk solid how-to.

First, there are three types of narration every GM has to be able to pull off. Actually, technically,
there’s four. But I already told you how to do one of them.

The fourth one, the one I covered already, is about describing the outcome of actions the
players have taken. And I gave a pretty simple formula for how to do that when I taught you
how to Adjudicate Actions Like a Motherf$%&ing Boss. Go reread that. It’s a damned good
article.

But that only leaves us with three types of Narration we have to cover: Scene Setting,
Transition, and Exposition.

Scene setting and transition are structural elements and we’ve actually talked about them too,
when we talked about the Lego Bricks of Adventure. Scene setting begins each scene. It tells
the players where they are, what’s going on, and invites them to take action. Transitions explain
how the PCs get from one scene to the next. They explain how scenes are all joined up. And
finally, Exposition is how the GM imparts information to the PCs.

Setting the Scene


You know that box text in adventures? The stuff you are supposed to read when the PCs enter
a room or arrive at a town or whatever? If you asked most GMs what the point of that s$&%
was, they would say “well, to describe the room or town or whatever. Duh!” And that is how
scene setting gets loaded up with long, prosey bulls$&% and accomplishes nothing. Deadpool
would not put up with that s$&%. Remember, he has to read all of those yellow narrator boxes.
He would slash it up and then kill the narrator. And you should react the same way.

The point of setting the scene is to give the players something to do. When they arrive in a
room or otherwise start a scene, they need to know a few things: what’s the goal here, what’s
the problem in the way, and what tools do I have on-hand to work with. If there isn’t a goal and
an obstacle, then, all they need to know is how to get out of the scene and what interesting
things there are to play with. Either way, scene setting is about inviting the players to act. NOT
inviting the players to sit back and listen to your crappy prose.

When you set the scene, figure you’ve got about five short sentences. That’s it. That’s all you
get. And at least two of those sentences, maybe three or four, are going to be wasted on the

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interesting things to do. So you’ve got to be brief. Fortunately, the players can ask questions or
investigate anything that interests them. So you don’t have to cover everything right away.

First of all, visualize the scene in your mind. Overall, how would you describe it. Like, if you had
to cram the location into one sentence, what would that sentence be. Because that’s what
you’ve got to do. “You’re in a creepy, ancient cemetery at dusk.” “This is a plush, well-furnished,
luxury bedroom.” “This is obviously a temple devoted to an evil god with a bloody altar and
terrifying demon statues.” “This is a small farming village with two dozen thatched-roof
cottages.” “A mighty, walled city with the turrets of a huge castle towering over it.” See how
easy this is? I’m serious. Less is more here. Be brief and use all sorts of vague, emotional
words. They stoke the imagination. You can always fill in more details later.

Now, you’ll notice that people will make a lot of assumptions based on what you say. That’s
good. Once I call the bedroom plush and well-furnished, I don’t have to specify a bed, a
dresser, a washstand, bed-curtains, windows, a wardrobe, a furry rug on the floor, whatever.
People’s brains will fill those in. And that’s fine. Let them. And more importantly, if someone
then refers to the bed-curtains, even if you didn’t picture bed-curtains, there are bed-curtains
now. Players will assume the normal props they expect are there. And that’s good. That invites
them to use the environment.

Now, with your next sentence, you can pick out an interesting but otherwise useless feature to
add some extra mood to your scene. Sort a second layer of neat detail. “Ancient, crumbling
monuments to the dead rise from the hills.” “A thick, lion-skin rug sits on the floor.” “Behind the
altar is a statue of Vecmodeorcus, the three-headed demon-devil-god-king.” “A tiny wooden
cart-bridge crosses a small stream in the middle of the village green.” “Banners hang
prominently from every tower, depicting a red manticore rampant on a white background.”

The rest of the sentences are given over to the things you want the players to deal with or the
options they have. Ways to leave the scene, goals, obstacles, and so on. Each thing gets just
one good, loaded sentence. The trick is to first identify ways to leave, then goals, then
obstacles from least urgent to most urgent. You always want to END your description with the
most pressing, scariest problem in the scene. Because once you identify something really
deadly and dangerous, players stop listening and start formulating plans.

Imagine, for example, the players are visiting a cemetery. They are here because one of the
mausoleums contains a dead person with a valuable artifact the players need. But the
cemetery is haunted.


“You step through the iron gates and enter the creepy, overgrown cemetery at
dusk. Most of the fallen grave markers are obscured by thick underbrush.
Monuments and ancient mausoleums rise up on the hills surrounding the
cemetery grounds. Directly ahead, you see an obelisk-like monument with
strange runes. Before you can go any further, there is a sudden explosion of dirt
and rocks as six animate, rotting corpses burst from the ground.”

There we go. Set the scene (creepy cemetary at dusk). Add a detail (fallen graves and heavy
underbrush). Add the goal (mausoleums to check out). Points of interest (what is that obelisk).
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And emergency or obstacle (six undead). It’s actually far more formulaic than you might think.
Moreover, you can get very good at improvising on the fly.

Once you get good at it, you can expand your description a little. But you don’t want to load up
your word count. Figure your players will ask questions about any details that intrigue them.
The only thing you HAVE TO describe right away is the stuff they have to react to immediately.
Like, an extra sentence describing the undead so the party knows what they are dealing with
would be just fine.

Another example, the party enters the little farming village. There isn’t really a goal. Just some
things to explore and investigate.


“By mid-afternoon, you reach a small farming village, really nothing more than a
collection of two-dozen thatched-roof houses at the heart of farming country. It is
an unbearably hot summer day. The villagers are gathered around the village
green, murmuring to each other, looking grim and despondent. Strange, they
should be working. The blacksmith’s forge is silent and empty.”

Again, set the scene (small village, mid-afternoon), add a detail (hot summer day), and then
things to investigate. Why are the villagers grim? Why aren’t they working? Also, there’s a forge
and it is silent. Why that?

The most important thing about scene setting is that it invites the players do things. Fight the
zombies, talk to the villagers, check out the rune-covered statues, open the chest, whatever.

Scene-setting is a call to action.

Transitioning
When you hear the word “transition” (assuming you’ve read some of my prior articles), you
probably think of those short bits of narration that tell the players how they move in time and
space. For example, “you travel down the road for several hours and, by mid afternoon, see
see a small village on the horizon.” Or, “the night passes without incident. As the sun rises,
you’re ready to resume your travels.”

But a transition is more than just a magical pile of words that bring the PCs to a new place or
time in a way that totally makes sense. A transition is actually a movement between scenes,
even if no movement in time or space occurs. “The last orc falls dead and the room goes quiet.
You’ve won the battle.” THAT is also a transition. A transition is the way PCs get out of scenes
and encounters.

Every scene or encounter starts with Scene Setting Narration and ends with a Transition. And
many, many GMs forget that. Many GMs forget that the end of a battle is the end of a scene,
even if the next scene is just “looting the corpses” or “exploring the room.”

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Once the goal of the scene is accomplished or the PCs exit the scene or the PCs run away or
they fail or time passes or they move to a new location, you need a bit of text that says “okay,
you leave that scene behind and move on to the next scene.” And if that movement from scene
to scene also includes movement in time and space, you sure as hell have to describe that
movement.

Transitioning is easy and it shouldn’t take more than two or three sentences. First,
acknowledge the end of the scene. “You head out the north door,” “the orcs are all dead,” “you
leave the village behind,” “the smoke from the fireball trap clears,” “your camp is secure,” and
so on. You need to provide some closure that says “okay, we’re done with that bit now.”

Once you close out the scene, you have to describe any changes in time and space. “You walk
down the north hallway,” “several miles down the road,” “the rest of the night passes without
incident,” and so on. Often, these descriptions will be based on how the players ended the
scene and what they set out to do next. You don’t transition the party out of the village and
move them miles down the road unless they said something like “we’ll leave the village and
head down the road.” But sometimes, the descriptions are just there to tell the players that one
situation is resolved and it’s time to think about another.

It’s important to know, before you start narrating a transition, when the transition ends. That is
to say: “when does the next scene begin?” Remember, transitions occur between scenes, they
lead from one scene to another. So a transition has to cover everything right up until it’s time to
introduce the next scene. And, rather than refer you back to my awesome article about scenes,
I’m going to give you a hint: the next scene starts when you have to ask a player “what do you
do now?” And that damned well better be an interesting decision.

“DO YOU KEEP DOING WHAT YOU ARE DOING?” IS NOT AN INTERESTING DECISION
UNLESS SOMETHING HAPPENED TO MAKE DOING THAT SUDDENLY DANGEROUS OR
SCARY? ALSO “ROLL ANOTHER SURVIVAL CHECK TO KEEP TRACKING” IS NOT
INTERESTING EITHER! F$&%WIT!

Now, here’s the rule everyone forgets: transitions end scenes, scene setting starts scenes, so
after every transition you must set the scene!

The Brilliance that is Resetting the Scene


Let’s talk about one little idea that is so f$&%ing brilliant, I can’t understand why I seem to be
the only person in the world who thought of it. Let’s talk about Resetting the Scene.

So, you set the scene, right? Let’s use the zombie scene so I don’t have to write a whole new
scene.


“You step through the iron gates and enter the creepy, overgrown cemetery at
dusk. Most of the fallen grave markers are obscured by thick underbrush.
Monuments and ancient mausoleums rise up on the hills surrounding the
cemetery grounds. Directly ahead, you see an obelisk-like monument with

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strange runes. Before you can go any further, there is a sudden explosion of dirt
and rocks as six animate, rotting corpses burst from the ground.”

Now, the heroes fight the zombies. And they win! Go team dumba$&! Yay them! And you, being
a good little GM that actually listens to me, you transition out of the fight. You know, the last
player rolls the last attack and the last zombie is dead at least. So, you seamlessly roll from
adjudicating that last action…


“You bury your axe in the chest of the last zombie like it’s a side of beef hanging
in a larder and the zombie’s legs buckle under it as half-congealed blood and
maggots ooze from the wound. It collapses, unmoving, dead once more…”

… into the transition out of the fight.


“You wait for a moment, but the zombies don’t get back up. No new zombies claw
their way out of the ground. It looks like you’ve won.”

And now what?

Well, if you were paying attention, you’d remember I said something about what you have to do
after every transition. You must set the scene.

“But, Mr. The Angry GM,” I hear you saying, “I already set the scene. Remember?” And if
Deadpool heard you say that, he would stab you with a katana and he would say something
funny, because that’s how he handles whiners.

Yes, you set the scene. The scene of the zombie attack. But that scene is over. And even
though you did describe the graveyard, you then distracted everyone by trying to kill them with
a bunch of dessicated corpses.

Seriously… most GMs don’t do this, but every GM should. After the fight, encounter, obstacle,
disaster, emergency, or whatever is over: RESET THE SCENE. Do it again. Seriously. Remind
everyone where they are and what they are doing.

So, the whole thing might look like this…


“You bury your axe in the chest of the last zombie like it’s a side of beef hanging
in a larder and the zombie’s legs buckle under it as half-congealed blood and
maggots ooze from the wound. It collapses, unmoving, dead once more. You wait
for a moment, but the zombies don’t get back up. No new zombies claw their way
out of the ground. With the zombies dead, you can freely explore the creepy
graveyard. In the gloomy twilight, you can see a large monument rising from the

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center of the fallen gravemarkers. On the hills all around you, you can see
shadowy vaults and mausoleums. What do you do?”

Do that right away. Don’t wait for the party to decide whether they want to rest and recover or
whatever. They can decide AFTER you transition and reset the scene. And if they do rest,
remember, they are breaking the scene. Time is going to pass.

“You spend an hour resting amidst the crumbling tombstones. The sky is dark as night
approaches, but you can still make out the mausoleums on the hills above you and the strange
obelisk rising from the cemetery in front of you.”

Always, always, always reset the scene after you do any sort of transition. It pulls people right
back into the action and reminds them immediately where they are, what’s going on, and what
they came here to do.

Also, There’s Exposition…


Exposition is the last of the four types of narration (remember: adjudication, scene-setting, and
transition). And it’s the dullest, most boring one to talk about. If it were a comic, it would be like
f$&%ing Doonesbury. Boring. For nerds. And not the good kind of nerds. The boring nerds.

And, honestly, there’s not too much to say about it. Exposition is about delivering information to
the players.

Exposition can come as a result of an action the PCs took (“I ask the priest to explain the
worship of Vecmodeorcus”), a result of a question a player asked (“hey, do I know anything
about Vecmodeorcus”) which might involve a die roll (“roll a Religious Lore check”), or it might
be just a matter of the GM giving the players information the PCs should already have (“you
recognize the icon as that of Vecmodeorcus and recall that he is a mysterious mashup of
several deities originally called into existence to avoid copyright infringement”). It doesn’t
matter. Exposition is exposition.

Now, exposition can be woven into the narrative, and that’s the best way to do it. That’s what
you get when the priest tells the PCs about Vecmodeorcus or the villagers explain the history of
the village and why it is vitally important that the heroes recover the mystical striped stone from
the Temple of Doom. But exposition can also be delivered directly to the players in the form of
the voice in their heads that tells them what they need to know.

Obviously, the MOST interesting way to deliver exposition is to deliver it through the narrative
and to make it interactive. Allow the PCs to ask questions of the priest. And let the priest’s word
choice and speech convey his fear or disgust with Vecmodeorcus. But that isn’t always
practical and useful. And sometimes, it strains credulity when an NPC has to explain something
to a PC that they already should know.

Don’t be afraid to just outright say “hey, idiots, I’m going to tell you what your PCs know right
now and here it is.” Just be aware of the fact that that s$&% is boring and best used either at

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the beginning of the adventure or during a significant pause in the action. And however you do
it, keep it brief.

Beyond that, there’s no real formula for it. Just tell the players flat out the information they
need. Simple as that.

Eventually, You Won’t See the Seams


If you’re new to this GMing thing, but you’ve played at a few games, you’ve probably never
noticed that the GM (assuming you had a good GM) was setting scenes, adjudicating,
expositing, and transitioning. Most GMs don’t even break their narration down like that. They
just think “well, I’m GMing, I say the things.” But they are still doing those things. If they’re
good.

Eventually, you reach the point where you can’t see the seams. Where the final adjudication in
a combat encounter flows into a transition that flows into setting a new scene that flows into
asking the players what they do next. And that is, eventually, the goal.

BUT… you can’t just do that. You need practice. So, while YOU GM and while you practice
narrating, be cognizant of what you are doing when. Use the formulas I outlined. They will start
to come naturally. And then you will start to expand them. Build your own style. And everything
will mush together. And future players will listen to what you’re saying and not realize how
structured everything actually is. And then you can send them to this awesome article on my
awesome site and they will know the secret too.

Because I seem to be the only f$&%ing GM in the world who actually tries to break this s$&%
down so someone else can learn it. Because I’m awesome. Like Deadpool.

By the Way: Keep it Simple, Stupid!


One last thing. You might notice my examples are pretty thick with the prose, even though they
are very simply structured. That’s another thing that happens with practice. And with writing
thousands of words every week. I can’t help it. And yeah, at the table, I really do talk like that.
On the fly.

But I don’t want you thinking that’s the lesson here. The lesson here is to talk the way you talk.
Speak normally. Speak casually. Use whatever language comes naturally Don’t force yourself
to sound like a goddamned Tolkien novel. Sound like YOU. And eventually, if you keep it at,
you’ll find a voice and style that works for you.


“You’re in a spooky cemetery. It’s sunset. There’s bushes and grass everywhere.
And broken tombstones. There’s a huge pointy stone monument in front of you
and a bunch of mausoleums on the hills around you. And suddenly, the ground
breaks open and zombies climb out of their graves to kill you!”

https://theangrygm.com/how-to-talk-to-players-the-art-of-narration/ 11/18
12/1/2019 How to Talk to Players: The Art of Narration | The Angry GM

That is seriously better than a Tolkien novel if you stammer and stutter and mispronounce
every second word and confuse your players while you’re trying to be Tolkien. And, hey, even if
your players aren’t impressed, there’s f$&%ing zombies trying to kill them so they don’t have
time to say anything.

Got a sec? I’m sure you do, you just blew, what, twenty minutes reading all that
bulls$&% about narration? So, take one more minute and check out some of my S$&%
for Sale on eBay to help support my site.

Share this:

     8

This is part 4 of 8 of the series: GMing, Basically


<< Help! My Players are Talking to Things!
The Third Lesson: Costly Opportunities and Harsh Realities >>

18 thoughts on “How to Talk to Players: The Art of Narration”

Newly Minted DM July 8, 2015 at 12:24 PM

I’ve been reading you for quite a while now as I develop an Adventure for a
group of adults. I’m currently a player member of that group, but our DM wants
to play, so I’ll be trying my hand at running the game. Most of what you’ve
written has been a nice codification of what I kinda sorta already knew in the
back of my mind. Great stuff, and I’m sure I’ll be a better DM for having read it
(and re-read it and re-read it). Thanks so much for that!

I’m DMing for a group of kids tomorrow night. I have the short adventure ready
(it’s literally a ‘save the handsome dragon from the evil princess’ adventure, so
thanks for that as well). The one thing that I’ve been stressing over is how to
actually say what I want to say. I don’t want to monologue and bore them to
death, and I don’t want to give so little information that they go completely off
the paths and sandbox the game.

This couldn’t have come at a better time. Thank you so much.

https://theangrygm.com/how-to-talk-to-players-the-art-of-narration/ 12/18
12/1/2019 How to Talk to Players: The Art of Narration | The Angry GM

I’d love to be a fly on the wall near your table. Have you ever thought about
doing a taped gaming session?

Michael Pureka July 8, 2015 at 7:52 PM

Best instructions for scene setting I’ve ever read. I think I shall write these
down.

BrianR July 8, 2015 at 10:40 PM

This is such useful advice for a new DM. Breaking these types of narration out
in to parts really helps get a handle on what to do during the game. I for one
am weak at resetting the scene. I’ll be focusing on that one next session for
certain. Thanks for the advice.

TheCarpeDM July 9, 2015 at 1:46 AM

I will definitely be working on re-setting the scene at my next game. My old DM


never did that, so I never learned the importance, but it makes the time we
spent dithering around after each fight make a lot more sense.

Whiysper July 9, 2015 at 4:47 AM

Worst thing about this guy?

I can’t bookmark the ‘useful articles’. I just have to bookmark the whole damn
site, because virtually all of the advice here is gold.

There’s very little I disagree with Angry on, and several bits I’ve picked up that
have lifted my games even closer to the next level. I’m passing several of
these lessons on to other GMs in my area, and generally helping with the next
generation of good GMs.

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12/1/2019 How to Talk to Players: The Art of Narration | The Angry GM

All told, fantastic advice, delivered well. Thanks for spreading the good word!

Randy M July 10, 2015 at 5:23 PM

Yup, you just have to re-read the whole site every year or so.

Alex July 9, 2015 at 9:04 AM

Long time reader. Good $#%+.

Jordan July 9, 2015 at 4:20 PM

Angry it’s just occurred to me there’s really nothing on the internet like what
you do: Speaking from experience in a manner which transcends obsessive
rulesmongering that seems to characterize every other forum and blog.
Through teaching about narration and other disregarded facets of DMing I
think a lot of us just want to see you in action.

You could make some shiny coin DM’ing mini adventures for your readership.
Even just lighthearted one-shot games via Skype or something would be a
HIGHLY ATTRACTIVE Patreon offer.

Mathias Kersnurgburgler July 9, 2015 at 6:28 PM

Honestly, I would pay Angry double to do an Adventuring/GMing


Workshop like what Johnn Four on roleplayingtips is doing right now.

Robert Versluys July 12, 2015 at 2:59 AM

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12/1/2019 How to Talk to Players: The Art of Narration | The Angry GM

So I’m not the only one who would really like to sit down to one of Angry’s
campaigns?

Connor July 20, 2015 at 10:47 PM

Thank you for all of the articles you have written thus far. You and Alexis
Smolensk have helped me grow immensely as a DM. Both of you break game
structure down into very manageable pieces, which are easy to understand
and act upon even though the whole is complex in nature.

MusicDM August 19, 2015 at 3:09 AM

Hey there Angry. Many thanks for your advices. It’s funny that you mentioned
J.R.R. Tolkien in this article, because I’m actually running a Tolkien-based
D&D game. And no, my narrations haven’t been Tolkien-par, but I will say that
this is certainly helpful! Thanks!

Lisa August 24, 2015 at 2:30 PM

I’ve got a bunch of exploration/transitions I’m flow-charting for the next leg of
my campaign. I think I’m going to try to write out the transition texts just to
practice this method — going through the motions so I can get a hang of the
process. If I can internalize ‘less is more’ I think my GMing will jump up a
couple levels in a single bound. Thanks Angry!

The Italian DM September 17, 2015 at 4:42 PM

Hey Angry your articles are tasty like my granny’s lasagne!

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12/1/2019 How to Talk to Players: The Art of Narration | The Angry GM

DM in Grand Rapids November 10, 2015 at 4:26 PM

Dear Angry: is there a transcription or actual-play recording of one of your


games available to demonstrate your DM’ing?

Robert November 11, 2015 at 2:52 PM

A series of actual play videos is one of the Patreon goals – so it’s


coming but there’s been some setbacks. Probably next year at some
point.

Nostra February 18, 2016 at 6:52 PM

I am reading this essay and one thing that struck me that I wanted to comment
on before I continue is the mention of text crawls in movies, you say why do
that in a medium that is visual? I’m a big movie fan and I watch a lot of movies,
I also read a lot and think about the craft of both mediums and what I would
say is that a text crawl is a very visual experience. Star Wars is the classic
example and the crawl there has a very intended effect, the music the slow
scroll of text and even the font work together. In the first film, episode 4, the
crawl also plays off the first scene after we pan down to see the planet and
moon. You have the imperial star ship pass over in an incredibly cool scene.
Both those ‘crawls’ were done to create a sense of how epic this story would
be, I think they worked tremendously.

I totally agree with your idea of know your own medium but I think it is easy to
get bogged down in what a medium really is, if you look at a book while the
meat of it is the ‘meaning’ of the text how that text is presented also plays a
big role in our experience reading it. Font, paragraphs and even at what point
to make the reader turn the page is part of creating a good book.

The Angry GM February 19, 2016 at 1:48 PM

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12/1/2019 How to Talk to Players: The Art of Narration | The Angry GM

No rule is absolute. Star Wars did it well. But for every Star Wars that
breaks a rule to good effect, there are many many other examples
that break the rule and flop. Sure, you can try it. I’ve admitted
numerous times that I often break my own rules. But if you’re doing
it, have a specific reason to do it. Don’t treat it as a default.

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