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Boxed Text - A Railrod Sign, or Great tool for Immersion? Both?
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<blockquote data-quote="pawsplay" data-source="post: 4970629" data-attributes="member: 15538"><p>In my view, boxed text, or spoken narration, should signal:</p><p>- Information gained from the senses</p><p>- The passage of time</p><p>- Events</p><p></p><p>Everything beyond that... mood, attitude, scene-setting... should come from my choice of words and how I field questions from the players when I am done narrating. I definitely believe less is more. At the same time, eloquence is an underestimated quality. I like to think of boxed text as a sort of haiku, a significant and moving image but not something that demands a particular interpretation. </p><p></p><p>I don't have to tell my players they feel dread if the situation calls for it, and if I try to and they don't, it won't work anyway. I might describe <em>supernatural</em> dread because that would be palpable to most characters, but even then I would not specify a particular reaction. As a GM, I feel like I should not be telling players what their characters do unless:</p><p> </p><p>- The character fails a saving throw/morality check/some other measure of in-game events that the player does not experience, or</p><p>- I absolutely have to.</p><p></p><p>If I dictate actions because of my preference, or my artistic instinct, I am taking away a player's authorial privilege.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4970629, member: 15538"] In my view, boxed text, or spoken narration, should signal: - Information gained from the senses - The passage of time - Events Everything beyond that... mood, attitude, scene-setting... should come from my choice of words and how I field questions from the players when I am done narrating. I definitely believe less is more. At the same time, eloquence is an underestimated quality. I like to think of boxed text as a sort of haiku, a significant and moving image but not something that demands a particular interpretation. I don't have to tell my players they feel dread if the situation calls for it, and if I try to and they don't, it won't work anyway. I might describe [i]supernatural[/i] dread because that would be palpable to most characters, but even then I would not specify a particular reaction. As a GM, I feel like I should not be telling players what their characters do unless: - The character fails a saving throw/morality check/some other measure of in-game events that the player does not experience, or - I absolutely have to. If I dictate actions because of my preference, or my artistic instinct, I am taking away a player's authorial privilege. [/QUOTE]
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Boxed Text - A Railrod Sign, or Great tool for Immersion? Both?
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