Gentlegamer
Adventurer
Keep on the Borderlands has no boxed text . . . but if it did, why would it be ironic?S'mon said:Ironically, AIR Gygax's Keep on the Borderlands has some good stuff.
Keep on the Borderlands has no boxed text . . . but if it did, why would it be ironic?S'mon said:Ironically, AIR Gygax's Keep on the Borderlands has some good stuff.
Of course it breaks all the rules of what boxed text "should" be -- it's far too long, it has assumed actions and assigns thoughts and moods to the characters, it assumes they're approaching from a particular direction and at a particular time of day, etc. And yet, it's just wonderfully evocative, with language that feels like something out of an A. Merritt novel. I can't imagine any description improvised on the spot by the DM could match the power and resonance of this passage. It sets the mood perfectly and lets the players know this is it -- you've finally come to the site of the real adventure. (Alas, the "real adventure" itself is mostly a mundane bore, and the mood evoked by this passage will have dissipated completely long long before they're done with the adventure, but it sure is a nice way to start...As you approach the Temple area, the vegetation is disconcerting - dead trees with a skeletal appearance, scrub growth twisted and unnaturally colored, all unhealthy and sickly looking or exceptionally robust and disgusting. The ruins of the Temple's outer works appear as dark and overgrown mounds of gray rubble and blackish weeds. Skulls and bones of humans and humanoids gleam white here and there amidst the weeds. A grove of some oddly stunted and unhealthy looking usk trees still grows along the northern end of the former Temple compound, and a stump of a tower juts up from the northeast corner of the shattered wall. The leprous gray Temple, however, stands intact, its arched buttresses somehow obscene with their growth and climbing vegetation.
Everything surrounding the place is disgusting. The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obsceneties they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to overhang the whole area - a smothering, clinging, almost tangible cloud of vileness and horror. Sounds seem distorted, either muffled and shrill or unnaturally loud and grating.
Your eyes play tricks. You see darting movements out of the corner of your eye, just at the edge of vision; but when you shift your gaze towards such, of course, there is nothing there at all. You cannot help but wonder who or what made the maze of narrow paths through the weedy courtyard. What sort of thing would wander here and there around the ghastly edifice of Evil without shrieking and gibbering and going completely mad? Yet the usual mundane sounds of your travel are accompanied only by the chorus of the winds, moaning through hundreds of Temple apertures built to sing like doomed souls given over to the tender mercies of demonkind, echoed by macabre croaks from the scattered flapping, hopping, leering ravens.
There is no doubt; you have come to a place of ineffable Evil. Still, it is most certainly a place for high adventure and untold treasures. It is time to ready spells, draw weapons, check equipment, and set forth into the maze of peril that awaits you.
T. Foster said:Here's probably my all-time favorite boxed text from a module (I'm not going to say which one, but most of you can probably guess):
T. Foster said:Here's probably my all-time favorite boxed text from a module (I'm not going to say which one, but most of you can probably guess): ...
Of course it breaks all the rules of what boxed text "should" be -- it's far too long, it has assumed actions and assigns thoughts and moods to the characters, it assumes they're approaching from a particular direction and at a particular time of day, etc. And yet, it's just wonderfully evocative, with language that feels like something out of an A. Merritt novel. I can't imagine any description improvised on the spot by the DM could match the power and resonance of this passage. ...
[/qb] Here is where I would have stopped Ending on vileness and horror.[qb]
As you approach the Temple area, the vegetation is disconcerting - dead trees with a skeletal appearance, scrub growth twisted and unnaturally colored, all unhealthy and sickly looking or exceptionally robust and disgusting. The ruins of the Temple's outer works appear as dark and overgrown mounds of gray rubble and blackish weeds. Skulls and bones of humans and humanoids gleam white here and there amidst the weeds. A grove of some oddly stunted and unhealthy looking usk trees still grows along the northern end of the former Temple compound, and a stump of a tower juts up from the northeast corner of the shattered wall. The leprous gray Temple, however, stands intact, its arched buttresses somehow obscene with their growth and climbing vegetation.
Everything surrounding the place is disgusting. The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obsceneties they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to overhang the whole area - a smothering, clinging, almost tangible cloud of vileness and horror.
[/qb][qb]Still, it is most certainly a place for high adventure and untold treasures. It is time to ready spells, draw weapons, check equipment, and set forth into the maze of peril that awaits you.
D00d. The first rule of chewing scenery is to state the obvious. Several times, if possible.Rothe said:You really didn't read this did you? I mean isn't that assumed for any module, high adventure, treasure; and if you didn't have your weapon out already when you first saw things out of the corner of your eye, your doomed.![]()
Oryan77 said:Now I'm not a writer, so please don't judge me on my grammar or anything like that. I'm just wondering if this is bad boxed text for a group that's 50% roleplaying & 50% hack-n-slash. What makes this good or bad?
Gentlegamer said:Keep on the Borderlands has no boxed text . . . but if it did, why would it be ironic?
My problem with this is I have no idea where I am. Am I on a cobblestone street where the houses are close together or in the town square? If the streets are narrow I can't see the square because of the houses, and yet I can also see the amphitheater. If it read more like a travelogue (things to see in the seaside town) rather than are present tense action it would work better for me.Oryan77 said:so is this considered bad boxed text:
Fair enough, though I'm pretty sure Frank Mentzer wrote the boxed text for ToEE.S'mon said:Because I hated the endless boxed text of Necropolis. That ToEE text looks too long, also.