LESSONS LEARNED: HOW TO DESCRIBE CHARACTERS

"Lessons Learned" is a series where I dissect books, media, and real game experience in an attempt to discover how to become a better Dungeon Master. The insight from this post is taken from the book Dazzling Description: Painting the Perfect Picture, written by William Bernhardt, which looks at how to take advantage of well executed descriptions.

In tabletop roleplaying games, the players come across creatures and personalities that bring the world to life. As Dungeon Masters, it is our job to embody these characters and illustrate them in a way that captures the imagination of our players. Although visual aids are an exceptionally useful way to convey the physical appearance of characters, the majority of the time the Dungeon Master will be using verbal description to conjure these images in their player's mind.

So, to begin, what should we NOT be including in our character descriptions? Unless a character's clothes, shoes, hairstyle, jewelry, etc. tell the players something about the character, leave it out. We should only mention physical appearances if they have to do with who the character is, not just what they look like. A flowery monologue detailing how "the elf's deep emerald eyes glow like a fey grove" sounds pretty but doesn't provide the players with any actual information about the elf.

Describing a character should involve more than physical appearance. Instead, try describing the impact the character has on others. Does the outsider reek of fresh blood, startling the commoners in the tavern upon entrance? Does the paladin's charisma draw all eyes constantly her way? These descriptions give us insight into how the character is perceived by others. The paladin's blonde hair or the bloody warrior's blue eyes do little to supply a lasting image to the players.

Another way to draw in your players is to give them opportunities to deduce who a character is by subtle, more obscure description. It's one thing to say that the guard looks inexperienced. It's another to mention how the guard constantly adjusts the leather straps of his breastplate, never seeming to get the fit right. With a couple other details, maybe mentioning his unsure sword grip or the way he agitates near his superiors, the players not only get the point but feel like they are an active part of the scene, discovering insights about the character themselves.

Important NPCs, big movers in your game, should have at least one trait that is both identifying and defining. This trait should be something that the characters can latch on to; something that when noticed makes the character immediately recognizable. Along with identifying, this trait should also express something meaningful about the character. For example: it's not just a tattoo on the archer's cheek, but the holy mark of the forest. The archer's tattoo is not only distinct but also provides the players a deeper look at who this character might be. Opposite this, don't waste your time on unimportant NPCs. If the guard is just a guard, then there is no need to describe. The players know what a guard is and are capable of visualizing what is needed.

As a final note, remember that your players have five senses; don't be afraid to explore them all. I know some senses are easier to characterize than others, but don't underestimate the power of using more than just sight in your descriptions. The "thick smell of exotic perfumes" can evoke the luxury of foreign nobility in a unique and rich way.

In short, cut out the unnecessary and start describing the details of your characters that matter.

TL;DR

  • Leave out the superficial descriptions.
  • Highlight the impact the character has on others.
  • Use subtle descriptions to hint at traits your players can infer for themselves.
  • Give your important NPCs at least one trait that identifies as well as defines the character.
  • Don't waste your time on unimportant NPCs. Your players are capable of visualizing the mundane.
  • Remember that your players have five senses; try and use more than just sight.