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Is RPGing a *literary* endeavour?
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<blockquote data-quote="hawkeyefan" data-source="post: 7610532" data-attributes="member: 6785785"><p>Yeah, I’ve come to that conclusion myself. Most of my games contain more homebrew material, but I have incorporated a couple of 5e adventures into our campaign as well. Most recently with Tomb of Annihilation. Sometimes the boxed text was fine; I read it and it worked. On a few occasions, I’d even go so far as to say that it helped set the mood. But more often than not, I think it got in the way, especially in the later part of the adventure when the PCs enter the Tomb. At that point, the adventure becomes much more of an old school procedural dungeon crawl, and as such, I think clarity is more important than creative language. I found myself having to repeat or reword the entries so often that I just started giving the essentials as a bullet list up front (dimensions, main features, inhabitants, etc.) and then more descriptive elements afterward.</p><p></p><p>For me, it was a definitive point. Combined with the fact that my next bit of GMing was for Blades in the Dark, where there is no boxed text and the game is meant to be much more conversational (yet no less evocative) I don’t expect I’ll rely on boxed text anymore. If I ever decide to run a published adventure again for D&D, I’ll just paraphrase or provide my own narration.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7610532, member: 6785785"] Yeah, I’ve come to that conclusion myself. Most of my games contain more homebrew material, but I have incorporated a couple of 5e adventures into our campaign as well. Most recently with Tomb of Annihilation. Sometimes the boxed text was fine; I read it and it worked. On a few occasions, I’d even go so far as to say that it helped set the mood. But more often than not, I think it got in the way, especially in the later part of the adventure when the PCs enter the Tomb. At that point, the adventure becomes much more of an old school procedural dungeon crawl, and as such, I think clarity is more important than creative language. I found myself having to repeat or reword the entries so often that I just started giving the essentials as a bullet list up front (dimensions, main features, inhabitants, etc.) and then more descriptive elements afterward. For me, it was a definitive point. Combined with the fact that my next bit of GMing was for Blades in the Dark, where there is no boxed text and the game is meant to be much more conversational (yet no less evocative) I don’t expect I’ll rely on boxed text anymore. If I ever decide to run a published adventure again for D&D, I’ll just paraphrase or provide my own narration. [/QUOTE]
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