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Focusing Player Attention with Description

As the GM, you are your players’ eyes, ears, and other senses. The choices you make when describing your game literally build the way they perceive their characters’ world, and their perceptions of the world will determine their actions. When they latch onto the wrong thing, be it the goblin barkeep instead of the mysterious figure in the corner or the stale corner of bread instead of the bloody murder weapon, nine times out of 10, it’s a failure of description.

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