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MivaScott
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The common theme throughout these types of the questions is that the DM will generally only call out things that are important. So if the DM says, "there are statues flanking the stairs," that must be important.

To fight this, include the mundane along with the important. Describe how a rug is placed oddly in the room, that the cabinet sits with one door swinging in the wind, and the paint is flaking off the north wall.

All of this has nothing to do with the story; it's just flavor. But by adding all these extra elements the players (1) think they are just as important as the treasure chest in the corner, (2) lock on to something besides the actual threat.

Another trick I've used is to overly describe something.

"You open the door and see a rather chaotic room. Although the room is unlit, there is some light coming from the moon outside the only window not boarded up. The floor is mostly carpeted, except in the center where it looks worn away. There are upturned tables and chairs pushed to the walls, emphasizing the clearing in the center of the room. Sitting in the center of the room is a large, wooden table, very different design than all the other furniture in the room. The light from the moon almost seems to spotlight the table. It has no chairs near it, nor any objects upon its surface. What do you do?"

Turns out the table is completely normal and was brought in there on purpose by thieves. They placed it there to make it very suspicious so that adventures would waste time and spells. However all the thieves are hiding behind the tables pushed against the wall (less likely to be hit by Area of Effect spells), and a couple that hide behind the now open door. When a few adventures do finally enter, they slam the doors shut, and lock the doors separating the party.

The key is to change up how you describe rooms. By drawing attention to mundane and downplaying important the characters will have to take their clues from something else.

MivaScott
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