Normally, when the party enters a room or area, the GM has a large block of text to read, with the useful information hidden somewhere at the bottom.
Here is a real-life example taken from D&D's latest published adventure, The Tomb of Annihilation:
Steps descend to a ledge overlooking a pit of sharpened stakes. An alcove on the far wall holds a pedestal with a stone cube resting on it. A relief carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude from the walls above the beams.
While this sentence might serve to set the tone of the area, some players will tune out or miss information. Allowing your players to get a brief overview and drill down into details is more beneficial, as you'll see below.
The author, who I expect has a background in programming, uses a kind of verbal logic that is designed to be skimmed. By only reading the bold letters, a GM can describe what the players find at first glance. If the players investigate further, the GM gives them the details after the arrow.
Here is the example from above, written in my crappy, hasty imitation of his format.
Decending steps --> ledge overlooking pit of sharpened stakes.
Alcove on far wall --> pedestal --> stone cube.
-->Carved relief into the back of the alcove --> monstrous frog with tentacles fighting a crane.
Wooden beams radiate from walls at floor height -->with four-foot gaps between them.
--> Carved frog heads --> extruded from the walls above the beams.
I highly encourage you to give his blog a read, and improve your descriptions.
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