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<blockquote data-quote="Reynard" data-source="post: 8001629" data-attributes="member: 467"><p>That's totally valid. I find it exhausting as DM to have to pain a picture for every little element when the players are going to see it in their heads they way they will anyway. Some specificity is required, of course, and you want to give players a decent sense of space and mood and location, but when using archetypal locations you can make less do more pretty easily.</p><p></p><p>One consequence of too much description is accidental importance. With some players, say too much about the picture on the wall or the door knob and you are in for a half hour of poking, prodding and -- yup -- unnecessary pixelbitching. I think it works better to have players tell you what they want to know by not only their questions but their actions. I much prefer to read and respond to the table than to lecture to it. After all, the game is about them and their characters, not me or my novel-like story I am trying to put them into.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8001629, member: 467"] That's totally valid. I find it exhausting as DM to have to pain a picture for every little element when the players are going to see it in their heads they way they will anyway. Some specificity is required, of course, and you want to give players a decent sense of space and mood and location, but when using archetypal locations you can make less do more pretty easily. One consequence of too much description is accidental importance. With some players, say too much about the picture on the wall or the door knob and you are in for a half hour of poking, prodding and -- yup -- unnecessary pixelbitching. I think it works better to have players tell you what they want to know by not only their questions but their actions. I much prefer to read and respond to the table than to lecture to it. After all, the game is about them and their characters, not me or my novel-like story I am trying to put them into. [/QUOTE]
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