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##I try to add a mundane description to every scene.

I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.

It's about a greater overall effort to be more descriptive. The point being that if you describe the scene adequately all the time (or at least often), then "a chest sits in the corner" won't be as weird or suspicious.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

##I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.

It's about a greater overall effort to be more descriptive. The point being that if you describe the scene adequately all the time (or at least often), then "a chest sits in the corner" won't be as weird or suspicious.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.

It's about a greater overall effort to be more descriptive. The point being that if you describe the scene adequately all the time (or at least often), then "a chest sits in the corner" won't be as weird or suspicious.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

added 222 characters in body
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goodguy5
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##I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.

It's about a greater overall effort to be more descriptive. The point being that if you describe the scene adequately all the time (or at least often), then "a chest sits in the corner" won't be as weird or suspicious.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

##I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

##I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.

It's about a greater overall effort to be more descriptive. The point being that if you describe the scene adequately all the time (or at least often), then "a chest sits in the corner" won't be as weird or suspicious.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

format list of examples as list; wisened/wizened choice fix; “the worse for wear” set phrase; typos (comment edited Mar 22, 2019 at 21:54)
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SevenSidedDie
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##I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

You leave the forest, slightly worse for the wear, but alive. An old tree catches your eye; it's bark vaguely resembles a wisened face.


The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.


You make your way to the room you payed for. A banded chest sits in the corner; the metal straps seem oddly clean.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

##I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

You leave the forest, slightly worse for the wear, but alive. An old tree catches your eye; it's bark vaguely resembles a wisened face.


The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.


You make your way to the room you payed for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

##I try to add a mundane description to every scene.

If your "odd" descriptions are normal for your scenes, then they won't be suspicious.

  • You leave the forest, slightly the worse for wear, but alive. An old tree catches your eye; its bark vaguely resembles a wizened face.

  • The old tavern matches the description given to you by the beggar. Your eyes take a moment to adjust from the bright sunlight to the dim interior; the nearest table still has the remnants of the previous customer's meal.

  • You make your way to the room you paid for. A banded chest sits in the corner; the metal straps seem oddly clean.

Just to state some examples.


It's important to note that this is in conjunction with not overusing hidden enemies. No amount of normalizing descriptions is going to abate suspicion if every other room has a mimic.

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goodguy5
  • 21.4k
  • 6
  • 83
  • 131
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