reference Many head builders prohibit the use of "you" in any descriptions. This is
done because so many new builders use it incorrectly. A builder can and should
describe everything without "you". But, in my opinion telling a writer not to
use certain words is like telling a painter not to use certain colors.
The key problem with using "you" is that it forces a player to think in
your terms, not the players. Do not think for the character. Instead, write
descriptions in such a way that they will cause the reader to think what you
would like all by themselves. Innocent uses of the word "you" are easily
written in other terms, and getting used to writing descriptions without it
means you do not have to constantly be on guard for the incorrect usage.
Do not describe a player's emotions in the room, leave that up to your
descriptive text to evoke the emotions in the player, since that will make
things much more exciting to the player (do this by never using the word
"you"). Some people believe that it is best to describe locations in the third
person all the time (i.e., never reference the player).
Never tell a player how they feel. If you want a sad description, do not
tell someone they are sad, write the description to make them weep. Same goes
for scary, happy, disgusted, etc. You name it, make them feel it. Do not simply
say they are. Thinking for the character is one of the most common mistakes new
and old builders make. Whenever you are tempted to write something that directly
states a character's thoughts, actions, or reasoning ask yourself if it can be
done a different way (it always can). Do not ask questions in any description.
Remember, a player should be able to see what they look at as if they are doing
so in real life.
Here are some examples of "thinking for the character" descriptions:
BAD: You shudder in fear as you look upon the evil statue of Marhuk!
GOOD: The massive statue of Marhuk glowers down upon everything with an
awful malicious expression.
BAD: You proceed cautiously through the tunnel, weapon drawn.
GOOD: The dark tunnel appears empty, but it is impossible to know what
might lurk just beyond the veil of darkness.
BAD: The dragon is large and looks very angry at you.
GOOD: A massive dragon roars in anger, steam billowing from its nostrils.
BAD: You stand in a big room, it is very dark.
GOOD: Shadows cower along the tall walls and almost seem to be moving. The
floor is made of heavy stones, which are very dark in color. The
ceiling is quite some distance above the floor, small objects hang
from it, ruining the smoothness that is characteristic of the rest
of the room.
See also:: GRAMMAR