Bedrockgames
I post in the voice of Christopher Walken
That makes even less sense Maxperson
This is probably getting into territory where people really start to disagree (whereas now we've just been arguing about the quality of GM description). I know I am likely an odd man out here but I don't think story is a necessary component of an RPG. Granted it is pretty clear many of us define story differently. But just going back to my point about equivocation: story has several meanings. It can mean, among other things 1) stuff that happened (which most people would agree RPGs always have, 2) fictional or dramatic narrative (which I think some RPGs have but not others), 3) A plot that follows a literary structure and tackles literary themes (which again some RPGs have but not others). The problem is when these conversations around 'how we should be gaming' and people advance a definition like 1, which you kind of have to accept, then equivocate to say RPGs should be good example of 2 and 3. Just to be clear here. I am not saying RPGs can't have story, or that they are not RPGs if they involve 2 or 3, I am just saying not every RPG has to have story, and some avoid stories in the sense of 2 and 3. This does matter because it is relevant when talking about what makes a good session or adventure of an RPG. Someone who is expecting 2 or 3 is going to be terribly frustrated in a free-form old school sandbox. Someone who doesn't want 2 or 3 is going to be frustrated by a game with more focus on story, character arcs, etc. I think people often dig their heels too much on these issues, and don't try things outside there comfort zone, which is a shame. But just speaking to the should and ought aspect of design and play, I think this is a key area of equivocation to be aware of in order to have a good faith discussion about these playstyle differences.
Second, I’m not saying it’s the language, although that’s part of it. I’m saying that the attempt to be more descriptive gets in the way in this case.
I would agree. This is why I also think that placing the focus on the fictional situation is more important.
Do you tend to run more published material or your own?
Do you tend to read narration boxes and scripted material more or do you just narrate off the cuff?
That makes even less sense Maxperson
But only because it was taken to an extreme and the length got out of hand. Things taken to extremes are bad. In the case of your example, the extreme length was the problem, not the language itself.
But only because it was taken to an extreme and the length got out of hand. Things taken to extremes are bad. In the case of your example, the extreme length was the problem, not the language itself.
Mostly my own. It takes far more work to convert something published into something I will run than to just create something.
Mostly I go off of the cuff. The only time I use boxes is if I use published material, and then I've highlighted portions of the box that are usable, and sometimes re-written portions. Altering text boxes is probably the one time where I will pick and choose words, and even then only when the writer has used a word I don't like.
No. It's subtle, though, so I'll explain it. What I just said was that if you don't care at all about literary quality of narration, you are okay with everything being dull, not that it will be dull. If you don't care, then dull narration doesn't bother you. If dull narration DOES bother you, you care about the quality. I wasn't saying literary narration was all or nothing, which would be a False Dichotomy.
I didn’t think it was very extreme as a scene setting bit of narration. It takes about a minute and a half to deliver. Is that too long for an establishing bit of narration? Don’t the additional details provided in this longer narration more fully set the scene? It’s not just an inn, it’s a warm inn and a welcome respite, it’s crowded from people seeking shelter from the rain. It’s run by a friendly innkeeper who notices things and whose serving maid, Tansy, is likely his daughter. There’s the smell of the stew, and the entrance of an enigmatic figure.
Doesn’t all of this detail relate to your initial point? Presentation and interesting description being as important as the content?
In the second bit, the description is pretty bare bones. It’s an inn, it’s crowded due to heavy rain. In walks a man with an eyepatch.
I’d likely use something like the first approach if I wanted to simply set a scene, and then maybe move toward some kind of action or decision.
The second would be if I wanted to get right to the decision point. Which method I’d use would depend on what I wanted to get out of the session, based on my and the players’ desires.
Based on this and other recent comments, it sounds to me like you’re much more in agreement with the OP than it seemed. You seem unconcerned with making the narration as high quality as possible, and that you’re more concerned with conveying the necessary details.
Why does it follow that if you don't care about literary quality in GM narrative, you also don't care if it is dull. Unless non-literary means dull this doesn't make sense (and non-literary can be dull or exciting just as literary can be dull or exciting). Also you are playing games with the word quality here. You are using it particularly broadly so that any improvement at all to a description (even for purely conversation purposes) can be slipped into the 'literary quality' category.
I'm playing no games at all. If you improve the quality of the description, the literary quality is improving. It's greater than some descriptions, and less than others.