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Is RPGing a *literary* endeavour?
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<blockquote data-quote="hawkeyefan" data-source="post: 7607831" data-attributes="member: 6785785"><p>See Hussar's post about a detailed map versus a basic "no frills" map, or a detailed miniature rather than a board game pawn, and so on. See Maxperson's posts about how unless something is described well, players will lost interest. </p><p></p><p>These examples make a correlation between "more" and "better". </p><p></p><p></p><p></p><p>It's not a false dichotomy. I'm not saying it must happen, simply that it may. Ideally, it wouldn't. But it certainly does at times. </p><p></p><p>I know from experience, and I am guessing that most of us have similar examples, where I've read some boxed text aloud to my players, and they don't grasp all the details, and then they begin to declare actions that may not actually make sense. So the GM has to clarify things for them....maybe give the specific room dimensions or the number of doors, or the contents of the room and how they may impede movement and so on. </p><p></p><p>Has something like this really never happened to you in a game? In such cases, perhaps clear and concise language would be preferable to evocative language?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7607831, member: 6785785"] See Hussar's post about a detailed map versus a basic "no frills" map, or a detailed miniature rather than a board game pawn, and so on. See Maxperson's posts about how unless something is described well, players will lost interest. These examples make a correlation between "more" and "better". It's not a false dichotomy. I'm not saying it must happen, simply that it may. Ideally, it wouldn't. But it certainly does at times. I know from experience, and I am guessing that most of us have similar examples, where I've read some boxed text aloud to my players, and they don't grasp all the details, and then they begin to declare actions that may not actually make sense. So the GM has to clarify things for them....maybe give the specific room dimensions or the number of doors, or the contents of the room and how they may impede movement and so on. Has something like this really never happened to you in a game? In such cases, perhaps clear and concise language would be preferable to evocative language? [/QUOTE]
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