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GM DESCRIPTION: NARRATION OR CONVERSATION?
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<blockquote data-quote="Bedrockgames" data-source="post: 7625506" data-attributes="member: 85555"><p>Narration, as we have been discussing in this and the other thread, isn't mere description. No one has made the claim that they don't describe things. If you want to understand where I am coming from, I am happy to tell you. But so many of your questions feel like rhetorical traps intended to prove I play the game a way and think of playing in a way, that I simply don't. </p><p></p><p>Since when does boxed text have anything to do with event resolution? Every single example that's been put forward is about setting up the event, but, nothing about what happens next. </p><p></p><p></p><p></p><p>The problem I have with boxed text is it presumes stage setting as you say. This isn't what I want in a game. I keep mentioning I view things as a living campaign. This means I don't want my rooms, my NPCs, or the situations that arise, to feel like pre-packaged or canned things I had waiting. Boxed text and prepared narration feel like this to me. Thinking of the situation as a scene, also feels like this to me. If you want to know where I am coming from, look more toward examples like Feast of Goblyns or 1000 Bushels of Rye (sans evocative literary-like descriptions in the case of FOG). I don't want artificiality in my games. I don't want my games modeled after stuff like Pathfinder or 5E modules. I really can't stand that stuff. Nor do I want to sound like Matt Mercer. I just want a casual play experience where the players feel like they are not beholden to stuff I've pre-ordained or prepped in advance. I like active and reactive NPCs who pursue their own goals and respond organically to the players. That isn't easy to do if you are pre-occupied with set-pieces, key scenes, or describing things like you are writing a novel. At least not for me. </p><p></p><p>One thing I find very frustrating about this conversation Hussar, is I totally believe in the experience you say you have at the table, thinking of the game in terms of scenic narration. I don't understand why you find it so difficult to understand that I think of the games in different terms and why you find it so hard to accept a person might not think of the game in terms of scenes and narration. Again, these are analogies for understanding. And they are terms with broad and specific meanings very open to equivocation.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7625506, member: 85555"] Narration, as we have been discussing in this and the other thread, isn't mere description. No one has made the claim that they don't describe things. If you want to understand where I am coming from, I am happy to tell you. But so many of your questions feel like rhetorical traps intended to prove I play the game a way and think of playing in a way, that I simply don't. Since when does boxed text have anything to do with event resolution? Every single example that's been put forward is about setting up the event, but, nothing about what happens next. The problem I have with boxed text is it presumes stage setting as you say. This isn't what I want in a game. I keep mentioning I view things as a living campaign. This means I don't want my rooms, my NPCs, or the situations that arise, to feel like pre-packaged or canned things I had waiting. Boxed text and prepared narration feel like this to me. Thinking of the situation as a scene, also feels like this to me. If you want to know where I am coming from, look more toward examples like Feast of Goblyns or 1000 Bushels of Rye (sans evocative literary-like descriptions in the case of FOG). I don't want artificiality in my games. I don't want my games modeled after stuff like Pathfinder or 5E modules. I really can't stand that stuff. Nor do I want to sound like Matt Mercer. I just want a casual play experience where the players feel like they are not beholden to stuff I've pre-ordained or prepped in advance. I like active and reactive NPCs who pursue their own goals and respond organically to the players. That isn't easy to do if you are pre-occupied with set-pieces, key scenes, or describing things like you are writing a novel. At least not for me. One thing I find very frustrating about this conversation Hussar, is I totally believe in the experience you say you have at the table, thinking of the game in terms of scenic narration. I don't understand why you find it so difficult to understand that I think of the games in different terms and why you find it so hard to accept a person might not think of the game in terms of scenes and narration. Again, these are analogies for understanding. And they are terms with broad and specific meanings very open to equivocation. [/QUOTE]
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