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GM DESCRIPTION: NARRATION OR CONVERSATION?
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<blockquote data-quote="Bedrockgames" data-source="post: 7624551" data-attributes="member: 85555"><p>yes, I would agree that is more narrative in style, and it is the thing I tend to avoid. My notes are never in boxed text form. I have notes on what is there, who is there, what people want, and I have connective tissue between those elements and other elements. But I never write out a description like that. I will occasionally be atmospheric, but not in a 'narrative way'. By which I mean, I don't see myself as narrating an ongoing story. I see myself as helping the players explore. Part of this is my own frustration with more linear and narrative approaches back in the early 2000s, where I just hit a wall of feeling like by following all the standard GM advice (particularly the WOTC 3E GM advice) at the time, that I might as well just hand the players my notes. It wasn't till I started experimenting with the older modules and systems I had cut my teeth on, and re-read the 1E DMG, that I started to find an approach that entertained me as the GM. For myself, a big part of it is I don't want anything to feel predetermined, and boxed text like that feels very predetermined to me (like a narrative description just waiting for the players to show up and trigger). I want my locations to feel like they are living places.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7624551, member: 85555"] yes, I would agree that is more narrative in style, and it is the thing I tend to avoid. My notes are never in boxed text form. I have notes on what is there, who is there, what people want, and I have connective tissue between those elements and other elements. But I never write out a description like that. I will occasionally be atmospheric, but not in a 'narrative way'. By which I mean, I don't see myself as narrating an ongoing story. I see myself as helping the players explore. Part of this is my own frustration with more linear and narrative approaches back in the early 2000s, where I just hit a wall of feeling like by following all the standard GM advice (particularly the WOTC 3E GM advice) at the time, that I might as well just hand the players my notes. It wasn't till I started experimenting with the older modules and systems I had cut my teeth on, and re-read the 1E DMG, that I started to find an approach that entertained me as the GM. For myself, a big part of it is I don't want anything to feel predetermined, and boxed text like that feels very predetermined to me (like a narrative description just waiting for the players to show up and trigger). I want my locations to feel like they are living places. [/QUOTE]
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