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<blockquote data-quote="Weird Dave" data-source="post: 6975357" data-attributes="member: 6749823"><p>I love boxed text, as long as it is flavorful without being too verbose. As an adventure designer, I try to keep the boxed text to an interesting view of the scene and generally then only for static locations. Dynamic scenes with lots of moving pieces, or anything with dialogue really, should be described as simply to the GM as possible so that they can convey the information to the players at the appropriate time. Boring boxed texts are a symptom of a boring scene, and there are plenty of examples of that over the years. If there's going to be boxed text there's something important I want the players to pick up on, but I'll never take offense to a GM that re-words it in their own style.</p><p></p><p>I love prepping adventures, for both organized play (Adventurers League) and home games, but things don't "cement" in my mind until I run them, so I find boxed texts incredibly useful. However, if I've run an adventure multiple times (for example, "Quest for the Bronzebottom Bock" at PAX West 2016 a few months ago), I eventually find the groove and can usually run it without it sounding too much like I'm reading a wall of text.</p></blockquote><p></p>
[QUOTE="Weird Dave, post: 6975357, member: 6749823"] I love boxed text, as long as it is flavorful without being too verbose. As an adventure designer, I try to keep the boxed text to an interesting view of the scene and generally then only for static locations. Dynamic scenes with lots of moving pieces, or anything with dialogue really, should be described as simply to the GM as possible so that they can convey the information to the players at the appropriate time. Boring boxed texts are a symptom of a boring scene, and there are plenty of examples of that over the years. If there's going to be boxed text there's something important I want the players to pick up on, but I'll never take offense to a GM that re-words it in their own style. I love prepping adventures, for both organized play (Adventurers League) and home games, but things don't "cement" in my mind until I run them, so I find boxed texts incredibly useful. However, if I've run an adventure multiple times (for example, "Quest for the Bronzebottom Bock" at PAX West 2016 a few months ago), I eventually find the groove and can usually run it without it sounding too much like I'm reading a wall of text. [/QUOTE]
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