Read aloud text in modules: What are folks opinions about read aloud content? By this I mean the content that is read to players when they arrive to a new location or meet a new NPC. Our Dark Sun - Lands of the Ravaged Sun module 1-3: Echoes of the Vanished will have more than the previous 2 modules, however an approach I am looking at: I may put the much shorter versions in the module body, then offer the longer versions as an appendix.
I was running this idea past some GM’s I know and feedback was that while the longer read aloud sections are not for everyone, some really appreciate it even as inspiration if they don’t read it aloud word for word, and others enjoy reading it even if they never actually run the modules (many folks enjoy them that way also) as it helps bring the moment to life. Thoughts? Regarding length, does the first paragraph of this post feel like a reasonable amount? How long is too long? How about daytime and nighttime variants where relevant?
Im personally extremely supportive of Read -Aloud text in adventures, as I think its often vital for many DMs, but I think it needs to be short and purposeful. I like to also include background and/or other relevant information before or after the “boxed text”, but not include it IN that text - that way DMs can modify it as necessary…
I Appreciate the read aloud text. I’m not the best of the top of my head story teller, so having a good description of what the players see helps me let the players know what they see.
I treat read-to-the-player text boxes the same way I treat adventure modules and their implied timeline: as a baseline guidance. As appropriate, I will leave the text entirely alone (though I almost always paraphrase the text in any case… and describe creatures first instead of last since most players want to know about the creature(s) attacking them first rather than the architectural features or decorations and furnishings in a room), modify it to some degree, or replace it entirely.