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Thread: Time to bring back the prose?
Tuesday, 1st May, 2012, 03:48 PM #11
Guide (Lvl 11)
If there's ONE thing from 4E that should NEVER go back to Dungeons & Dragons is the medical prescription style of language.
No thanks, that should burn in hell or be exclusive DDI content for those who enjoy the style.
Books must be evocative.F I G H T E R
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Tuesday, 1st May, 2012, 03:50 PM #12
The Grand Druid (Lvl 20)
I do think simplicity and clarity of prose is important when laying out the specifics of the rules, but it's also possible to take things way too far in an RPG in writing for comprehensiveness and completeness.
And for my money, anything that puts a character more into the mood and in immersion is what enhances role playing. That's a strength of evocative prose.
"There's a fine line between a superpower and a chronic medical condition."
- Doctor Impossible
Tuesday, 1st May, 2012, 03:56 PM #13
Definitely the prose, although I guess it doesn't need to be over-the-top. After reading Trail of Cthulhu and some of his other work, I think Kenneth Hite would be just the person for the task.
Tuesday, 1st May, 2012, 04:03 PM #14
I think the big change is that there used to be a much bigger acceptance of the DM being the absolute arbiter of the game, and that it was OK for the DM to pretty much make up the rules as he went.
But as far as I'm concerned, that's all something to be avoided.
But how many players actually really read the books at all, let alone at play-time? I'm not seeing much real benefit there, compared to what the DM provides at the table. Sure, if the evocative prose is in addition to well defined, precise language, that's great, but it's important to set priorities. And I think imprecision and contradictions cause much more difficulty at the table, than textbook-style language.And for my money, anything that puts a character more into the mood and in immersion is what enhances role playing. That's a strength of evocative prose.
Tuesday, 1st May, 2012, 04:10 PM #15
Orcus on an Off-Day (Lvl 22)
Good writing is tight, clear, efficient writing. Evocative prose does not require burying your nouns under masses of adjectives, or packing half a dozen four-syllable words into every line, or taking a paragraph to say what could be said in a sentence. Quite the opposite, in fact. Pick up a Stephen King novel sometime to see how it's done.
The man in black fled across the desert, and the gunslinger followed.
Last edited by Dausuul; Tuesday, 1st May, 2012 at 06:02 PM.
Originally Posted by Agent Elrond
Tuesday, 1st May, 2012, 04:18 PM #16
Tuesday, 1st May, 2012, 04:22 PM #17
Orcus on an Off-Day (Lvl 22)
Tuesday, 1st May, 2012, 04:25 PM #18
I want a mixture. I want conversational tones that teach me how to play. And, I want modern, clean and well-designed layout for the crunchy bits that inform the conversation and are easy to reference during play.
Tuesday, 1st May, 2012, 04:30 PM #19
Scout (Lvl 6)
Both for me. I want great prose with a bulleted list at the end with all the important stuff. After I read the rules, I just want a quick reference to glance at during play. This can include a bullet at the end, "and subject to DM approval"
Thinking about what I want out of a game
Tuesday, 1st May, 2012, 04:32 PM #20
A 1e title so awesome it's not in the book (Lvl 21)
Really? Gygaxian prose? You mean this?
The remainder of the entry is a series of paragraphs discussing the various racial traits of half-elves (charm immunity, languages, infravision, etc).Originally Posted by Advanced Dungeons & Dragons 1e Player's Handbook
I fail to find a sense of wonder in this paragraph. I find a huge chunk of misplaced multi-class rules and a reference to go read the Monster Manual (in a player book!) but nothing on how they look, act, fit into the world, etc.
If you want some invocation and prose, get the Metzer boxsets or the RC.
Last edited by Remathilis; Tuesday, 1st May, 2012 at 04:35 PM.
Originally Posted by Arkhandus