Bedrockgames
I post in the voice of Christopher Walken
Yeah but one person can certainly be a catalyst. And that's the last I'll say on it.
Yes, but we are all only responsible for our own posts, not how people choose to react to them
Yeah but one person can certainly be a catalyst. And that's the last I'll say on it.
I got blocked by him when I didn't roll over when he argued that Fate wasn't roleplaying game. (His issue also had to do with metagaming.I got blocked by him when I pointed out that one of his stances was metagaming. You all better watch out.![]()
I got blocked by him when I didn't roll over when he argued that Fate wasn't roleplaying game. (His issue also had to do with metagaming.)
Ghosts of Saltmarsh page 43 said:Rubbish is scattered around what was once a fine guest bedroom; there is evidence of rodent infestation, and webs hang in the corners. A four-poster bed standsagainst the wall opposite the fireplace. Its woodwork is worm-ridden, and the curtains that once screened the bed are torn and stained. There is no bed linen, but the bed is mostly intact.
Sure, I can just say, "Yes, you enter the room, there's a bed, a desk and a chest at the foot of the bed". That certainly fits a "conversational" style no? But, IME, that just means that I have to spend the next several minutes detailing each element because it's not enough information for the players to make any sort of informed decision about. So, I use boxed text, like this one from the recent Saltmarsh module:
That, coupled with the fact that I run over virtual tabletop meaning they have an actual map to look at as they explore, gets all the pertinent information into the player's hands and nicely evokes the tone of a scary, haunted house. Would we agree that the boxed text I quoted is narrative style, rather than conversational?
I just find that when I do that, and don't work from well structured notes (or boxed text) I forget stuff. I miss details. The other issue I have is pacing. Which, honestly, is my own bugaboo. As someone running the game, I want to get as much information into the player's hands as quickly and efficiently as possible. Which means that I need to organize narration to avoid questions from the players. If I get all the information to them, they won't need to ask many questions, which bogs the game down.
LOL. So, essentially, all Saelorn is seeing of this thread is @Bedrockgames talking to himself? Unless @Imaro somehow avoided the block hammer. ROTFLMAO. That has to be the WEIRDEST thread to see.![]()
![]()
Pacing is something I don't even care about as a GM. I should say, dramatic pacing. I don't care for doing dramatic pacing. Obviously if everyone is twiddling their thumbs, I will try to keep the game moving. But I don't worry about pacing in terms of the flow of combat (i.e. getting the right level of rising action and a sense of things building). If the players shank the villain when he turns to open a desk drawer, and that legitimately gives them the win, then I go with it, even if it is the first five minutes of the adventure. This is something I've had players thank me for and comment on. Not all players like it. But there is something refreshing about adjudicating in a way that lets the dice fall where they may and doesn't account for concerns like 'is it too early for this boss to be defeated or this battle to be won'.
This is also a major stumbling block for me.I'm not really seeing any actual argumentative connection between saying "word choice matters" to "ergo conversational style is invalid" or "ergo evocation narration is best."
A lot of authors and publishers seem to think so!Everyone knows that a GM should sound like a victorian novel; bubbling over with purple prose.