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GM DESCRIPTION: NARRATION OR CONVERSATION?
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<blockquote data-quote="Aldarc" data-source="post: 7624357" data-attributes="member: 5142"><p>Simple enough explanation: Multiple perspectives breed multiple opinions. I'm not going to bother though with rehashing the he-said/she-said of that thread here. If we are moving towards a more mutual and amiable understanding, then good. That's what matters. </p><p></p><p>But that is again why I said that we could replace the vocabulary with simpler vocabulary - e.g., "unpredictability," "twenty-three," "average understanding," and "relief" - and we would still likely recognize its literary character. That's also why I followed it up with something more contemporaneous, as the first may also have represented relatively common vocabulary (at least among the literate) at the time of its composition, which would have been the early 1800s for our dear Jane Austen. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>That was intentional, much in the same manner as I had looked at Dr. Seuss (and its Seussian metre) as a counterpoint to the idea of literature requiring high vocabulary. </p><p></p><p>I think that there is probably more overlap between us than you are giving credit and perhaps more overlap between the three of us as well. From what I can tell, Bedrockgames has primarily advocated his personal preference for natural language. Talking in a manner that is natural and comfortable for the speaker instead of a manner that can come across as artificial, performative, or emulative. Like when players or NPCs talk with that "fayke olde thymey Anglisch" that makes you (or at least me) cringe. I don't think that GM scene-framing narration needs to sound like narrated text from a novel. Or let's imagine it from the perspective of an actual living person. When we walk into a room for the first time, we probably don't think about or talk about its appearance using novel-esque prose. </p><p></p><p>I have already contributed at multiple points with me weighing in on the topic in good faith. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p></p><p>In one of those contributions, which you must have unintentionally glossed over, I indicated that I don't so much have a conversational or prose narration preference, but, rather, a pragmatic one concerned with conveying relevant information so players can engage the fiction through their roleplay: i.e., "what the freak is going on?" I had also said that I view a lot of the GM-PC exchange as a negotiation of the shared fiction. This pragmatic approach can lend itself well towards a more conversational style of GMing, but whatever the case, it will be more of a general byproduct of my main GMing goal rather than a goal or value in itself. I don't think that this contribution was "fishing for attention" any more than other posts that have likewise noted that this need not be an either/or situation, with [MENTION=6943731]dragoner[/MENTION] even astutely noting that this was a false dilemma.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7624357, member: 5142"] Simple enough explanation: Multiple perspectives breed multiple opinions. I'm not going to bother though with rehashing the he-said/she-said of that thread here. If we are moving towards a more mutual and amiable understanding, then good. That's what matters. But that is again why I said that we could replace the vocabulary with simpler vocabulary - e.g., "unpredictability," "twenty-three," "average understanding," and "relief" - and we would still likely recognize its literary character. That's also why I followed it up with something more contemporaneous, as the first may also have represented relatively common vocabulary (at least among the literate) at the time of its composition, which would have been the early 1800s for our dear Jane Austen. ;) That was intentional, much in the same manner as I had looked at Dr. Seuss (and its Seussian metre) as a counterpoint to the idea of literature requiring high vocabulary. I think that there is probably more overlap between us than you are giving credit and perhaps more overlap between the three of us as well. From what I can tell, Bedrockgames has primarily advocated his personal preference for natural language. Talking in a manner that is natural and comfortable for the speaker instead of a manner that can come across as artificial, performative, or emulative. Like when players or NPCs talk with that "fayke olde thymey Anglisch" that makes you (or at least me) cringe. I don't think that GM scene-framing narration needs to sound like narrated text from a novel. Or let's imagine it from the perspective of an actual living person. When we walk into a room for the first time, we probably don't think about or talk about its appearance using novel-esque prose. I have already contributed at multiple points with me weighing in on the topic in good faith. :erm: In one of those contributions, which you must have unintentionally glossed over, I indicated that I don't so much have a conversational or prose narration preference, but, rather, a pragmatic one concerned with conveying relevant information so players can engage the fiction through their roleplay: i.e., "what the freak is going on?" I had also said that I view a lot of the GM-PC exchange as a negotiation of the shared fiction. This pragmatic approach can lend itself well towards a more conversational style of GMing, but whatever the case, it will be more of a general byproduct of my main GMing goal rather than a goal or value in itself. I don't think that this contribution was "fishing for attention" any more than other posts that have likewise noted that this need not be an either/or situation, with [MENTION=6943731]dragoner[/MENTION] even astutely noting that this was a false dilemma. [/QUOTE]
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