One lesson I’ve learned the hard way is to be careful what I say as a Dungeon Master. Believe it or not the players listen.
Sometimes when describing a scene I will add a sentence or two of flavor just to make the scene stick a little bit. The players take this added flavor text to heart and before long they are so focused on the color of the princess’ dress that they are completely overlooking the half burned letter from the evil overlord that she was attempting to destroy when they walked in. Suddenly the color green is an omen for death at every step and they want to go out confiscating every bundle of green cloth in the country.
Okay, maybe a bit of exaggeration, but not a whole lot. Usually it is something more like the quality of a chair or the sturdiness of a table or the location of a fur rug. The players expect that there is something special about it. Why? Because I’m the DM and I wouldn’t be saying anything if it weren’t important.
The lesson is that I should keep my mouth shut unless I want the players to interact with it. If it isn’t something that I as a DM really want to deal with then I should probably skip it. Players will ask all sorts of questions and try all sorts of things without being handed a bag full of dead ends.
On the reverse side you can always add your own false leads here by putting a different inflection on your voice and adding emphasis perhaps where you shouldn’t. But I recommend that you do this only sparingly because frankly it can lead to frustrated (or worse, bored) players.
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