Description in "boxed text"

Which method of organizing "boxed text" description is better?

  • Example A

    Votes: 16 31.4%
  • Example B

    Votes: 17 33.3%
  • Other

    Votes: 18 35.3%

How about. . . D A compromise between B and C

Illuminated by a chandelier above them, you see a dozen armed and armored orcs and a pair of ogres with spiked clubs, standing in the center of the chamber. The room is obviously a library, with filled shelves lining the walls. Tables and chairs have been pushed to the walls, leaving the center an open area. The gathered humanoids stop arguing and turn to look at you with dark annoyance in their expressions.

DM note: The orcs and ogres will immediately recognize the party as invaders, and so unless given reason not to, will move to attack.

In the aftermath of the battle you gaze around the chamber. The large room is lined with shelves of dark wood, containing many books and scrolls. The floor is covered in an ornate carpet, and a crystal chandelier hangs from the center of the domed ceiling.Plush chairs and heavy tables and desks have been pushed to the edges of the room
 

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deth 2 boxt X !

I'm more in favor of quick, DM-oriented descriptions that they can feel free to use as they wish, and more space for a good map or image. Then again, I'm an eccentric.
 

i, too, think that the immidiate danger should be described first and the layout of the room second. if i walked into a room such as discribed, the first thing i would notice are the battle ready monsters in the room. i probably won't even take the time to look around at the furniture. that said, there should still be a description of the room, for the reasons Quasqueton stated.

B it is
 


Now, this is an interesting question.

I voted for "A". Once you get focus on the enemy combatants, you've got to keep the focus there (and the actual combat) or it feels really wierd. I don't see any better place to set the surrounding environment than right at the beginning of the description. Seeing attacking orcs, then mentally considering the chandeliers, is cognitively dissonant to me.

I think if you walked into an ambush, your focus would be on the attackers, but you certainly would have some consciousness of the space... whether it's a grungy warehouse, white-walled doctor's office, big ballroom, little cluttered bookstore, whatever. And once you get done with the description, "A" has simulated that better -- the environment is in the back of your mind, the attackers now have focus, on with the combat.
 
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Delta said:
Now, this is an interesting question.

I voted for "A". Once you get focus on the enemy combatants, you've got to keep the focus there (and the actual combat) or it feels really wierd. I don't see any better place to set the surrounding environment than right at the beginning of the description. Seeing attacking orcs, then mentally considering the chandeliers, is cognitively dissonant to me.

I think if you walked into an ambush, your focus would be on the attackers, but you certainly would have some consciousness of the space... whether it's a grungy warehouse, white-walled doctor's office, big ballroom, little cluttered bookstore, whatever. And once you get done with the description, "A" has simulated that better -- the environment is in the back of your mind, the attackers now have focus, on with the combat.

I also voted A. I was going to write something along the lines of what Delta wrote, but frankly not as coherently. :o
 

I'll go with C. The focus is in the opposition as hardly anyone will pay attention to the decoration whereas a group of armed monsters are ready to charge against him or her. Still, I would read the room description if a player specifically asked for it.
 


I voted "A", as I tend to agree with Delta. I think the general effect is that once you mention enemies, 4 out of 5 of your players are going to start rolling dice and shuffling character sheets, leaving one player leaning in towards you and asking you to repeat the room description.

I think it's better pacing and better organization to read the less exciting part first, and finish with the part that will wake all your players up.
 


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