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GM DESCRIPTION: NARRATION OR CONVERSATION?
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<blockquote data-quote="Hussar" data-source="post: 7624541" data-attributes="member: 22779"><p>LOL. So, essentially, all Saelorn is seeing of this thread is [MENTION=85555]Bedrockgames[/MENTION] talking to himself? Unless [MENTION=48965]Imaro[/MENTION] somehow avoided the block hammer. ROTFLMAO. That has to be the WEIRDEST thread to see. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>Ok, so, yeah, [MENTION=5142]Aldarc[/MENTION] and [MENTION=85555]Bedrockgames[/MENTION], I'd put things like diction, organization, that sort of stuff, under the umbrella of "presentation". How you get the information from A to B, rather than the content of that information itself. Now, at that point, sure, I can see a more conversational style being one way of doing it. Less formal, less formulaic. </p><p></p><p>And, again, it's going to really, really depend on the game you are playing. Some games will necessitate a more "narrative" style just to evoke particular moods and tones.</p><p></p><p>I just find that when I do that, and don't work from well structured notes (or boxed text) I forget stuff. I miss details. The other issue I have is pacing. Which, honestly, is my own bugaboo. As someone running the game, I want to get as much information into the player's hands as quickly and efficiently as possible. Which means that I need to organize narration to avoid questions from the players. If I get all the information to them, they won't need to ask many questions, which bogs the game down.</p><p></p><p>Sure, I can just say, "Yes, you enter the room, there's a bed, a desk and a chest at the foot of the bed". That certainly fits a "conversational" style no? But, IME, that just means that I have to spend the next several minutes detailing each element because it's not enough information for the players to make any sort of informed decision about. So, I use boxed text, like this one from the recent Saltmarsh module:</p><p></p><p></p><p></p><p>That, coupled with the fact that I run over virtual tabletop meaning they have an actual map to look at as they explore, gets all the pertinent information into the player's hands and nicely evokes the tone of a scary, haunted house. Would we agree that the boxed text I quoted is narrative style, rather than conversational?</p></blockquote><p></p>
[QUOTE="Hussar, post: 7624541, member: 22779"] LOL. So, essentially, all Saelorn is seeing of this thread is [MENTION=85555]Bedrockgames[/MENTION] talking to himself? Unless [MENTION=48965]Imaro[/MENTION] somehow avoided the block hammer. ROTFLMAO. That has to be the WEIRDEST thread to see. :D :lol: Ok, so, yeah, [MENTION=5142]Aldarc[/MENTION] and [MENTION=85555]Bedrockgames[/MENTION], I'd put things like diction, organization, that sort of stuff, under the umbrella of "presentation". How you get the information from A to B, rather than the content of that information itself. Now, at that point, sure, I can see a more conversational style being one way of doing it. Less formal, less formulaic. And, again, it's going to really, really depend on the game you are playing. Some games will necessitate a more "narrative" style just to evoke particular moods and tones. I just find that when I do that, and don't work from well structured notes (or boxed text) I forget stuff. I miss details. The other issue I have is pacing. Which, honestly, is my own bugaboo. As someone running the game, I want to get as much information into the player's hands as quickly and efficiently as possible. Which means that I need to organize narration to avoid questions from the players. If I get all the information to them, they won't need to ask many questions, which bogs the game down. Sure, I can just say, "Yes, you enter the room, there's a bed, a desk and a chest at the foot of the bed". That certainly fits a "conversational" style no? But, IME, that just means that I have to spend the next several minutes detailing each element because it's not enough information for the players to make any sort of informed decision about. So, I use boxed text, like this one from the recent Saltmarsh module: That, coupled with the fact that I run over virtual tabletop meaning they have an actual map to look at as they explore, gets all the pertinent information into the player's hands and nicely evokes the tone of a scary, haunted house. Would we agree that the boxed text I quoted is narrative style, rather than conversational? [/QUOTE]
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