Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
gimme back my narration
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lackhand" data-source="post: 4512584" data-attributes="member: 36160"><p>Fair enough <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think the difference for me is that in my version, it's not a description of the power as it is -- it's a description of a specific _use_ of the power, historically. You can mix and match them, but as you add special effects, it's probably good to also add the illusion of specificity to the event.</p><p>Even if you ignore the text, it's like the ecology of the goblin -- it's interesting to look at and helps give players some sense of a living world with a history.</p><p></p><p>I could see my specific example being terrible, though -- there's a reason I'm an engineer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think presentation depends on the power for me. If it's something like a spell whose description can only be "magically sets enemies within a blast on fire", then I'd rather not <em>even</em> have the short and sweet description -- it's magic, it sets people on fire, let's go.</p><p></p><p>To make that work, you need a set of descriptors & keywords (verbs, really) that are rich enough for what you're doing, but that's not a problem</p><p>Something a few more keywords would need to enter the game's vocabulary, but then we could have:</p><p>impact push 5 squares and land prone</p><p>psychic shift 3 squares</p><p>dominate pull 2 squares</p><p>fear push 1 square</p><p></p><p>Ideally, we'd have "knockback" be a real game term to imply landing prone, so the first example could be</p><p>impact knockback 5 squares</p><p></p><p>but eh, I'm okay with that not being in the game.</p><p></p><p>Ideally, basically, I'd rather that effects that <em>can</em> describe themselves <em>did</em> describe themselves. Anything that applies a die roll modifier or status effect other than ongoing damage does not describe itself in general.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4512584, member: 36160"] Fair enough :) I think the difference for me is that in my version, it's not a description of the power as it is -- it's a description of a specific _use_ of the power, historically. You can mix and match them, but as you add special effects, it's probably good to also add the illusion of specificity to the event. Even if you ignore the text, it's like the ecology of the goblin -- it's interesting to look at and helps give players some sense of a living world with a history. I could see my specific example being terrible, though -- there's a reason I'm an engineer :) I think presentation depends on the power for me. If it's something like a spell whose description can only be "magically sets enemies within a blast on fire", then I'd rather not [i]even[/i] have the short and sweet description -- it's magic, it sets people on fire, let's go. To make that work, you need a set of descriptors & keywords (verbs, really) that are rich enough for what you're doing, but that's not a problem Something a few more keywords would need to enter the game's vocabulary, but then we could have: impact push 5 squares and land prone psychic shift 3 squares dominate pull 2 squares fear push 1 square Ideally, we'd have "knockback" be a real game term to imply landing prone, so the first example could be impact knockback 5 squares but eh, I'm okay with that not being in the game. Ideally, basically, I'd rather that effects that [i]can[/i] describe themselves [i]did[/i] describe themselves. Anything that applies a die roll modifier or status effect other than ongoing damage does not describe itself in general. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
gimme back my narration
Top