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Flowery descriptions at the game table
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<blockquote data-quote="Melan" data-source="post: 3345722" data-attributes="member: 1713"><p>Description, and I think all communication in RPGs, should ideally evoke rather than describe. So a DM would find a term or three capturing the essence of an object, location or person, or a phrase by which the players themselves will fill out the details. The trouble is, just like giving NPCs and locations good names, this is not an easy craft to master. I certainly haven't mastered it yet, and probably never will.</p><p></p><p>Now whether someone likes the flowery and ornate style, someting giving the game a feel of exoticism (for which one's skills of High Gygaxian may come in handy), or even unconventional appoaches - like in my circles, where we sometimes use blatantly anachronistic analogies to set mood, like depicting town guards as modern riot police or a gladiatorial arena as a work of socialist realism - is obviously a matter of taste, and of skill as well. Personally, I detest the High Mediaeval and prefer either more modern, or at least different styles. Imagine a campaign <em>communicated</em> as a picaresque tale, a 60s existential novel, a road movie or a Tarantino film - all would be very fun ad different, even if on the surface all of them were about killing stuff and taking their things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Melan, post: 3345722, member: 1713"] Description, and I think all communication in RPGs, should ideally evoke rather than describe. So a DM would find a term or three capturing the essence of an object, location or person, or a phrase by which the players themselves will fill out the details. The trouble is, just like giving NPCs and locations good names, this is not an easy craft to master. I certainly haven't mastered it yet, and probably never will. Now whether someone likes the flowery and ornate style, someting giving the game a feel of exoticism (for which one's skills of High Gygaxian may come in handy), or even unconventional appoaches - like in my circles, where we sometimes use blatantly anachronistic analogies to set mood, like depicting town guards as modern riot police or a gladiatorial arena as a work of socialist realism - is obviously a matter of taste, and of skill as well. Personally, I detest the High Mediaeval and prefer either more modern, or at least different styles. Imagine a campaign [I]communicated[/I] as a picaresque tale, a 60s existential novel, a road movie or a Tarantino film - all would be very fun ad different, even if on the surface all of them were about killing stuff and taking their things. :D [/QUOTE]
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