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Goodman Games: Our Efforts Have Been Mischaracterized
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<blockquote data-quote="mamba" data-source="post: 9834472" data-attributes="member: 7034611"><p>can you name an example that achieves both to a high degree (without basically duplicating things)?</p><p></p><p>I do not see this as dire, being a good read to me means the text flows well with very little interruption, whether for technical reasons (stat blocks, possible DC checks and their outcomes) while being structured well so random information you need in the moment is easy to find very much does not like flow but structure.</p><p></p><p>GG is far towards the wall of text end of this, they could improve usability with a few changes in formatting and layout while not losing any advantages of their current approach. OSE is pretty much at the other end of the spectrum, highly usable but not a fun read for oneself (at least to me).</p><p>They could be more evocative and add read aloud sections or similar to increase the ‘solo reading’ part without really losing much of their usability.</p><p></p><p>If I were to write an adventure to publish, I’d probably land in the middle. I do not like long texts (outside of a novel) and prefer a concise focus on the essential. Part of the essential is conveying a feeling to the player, OSE outsources that to the DM. I’d retain some form of read-aloud descriptions for that. I’d definitely keep some structure so things are easy to find however instead of burying all details in a wall of text, without even a clear order (important and immediately apparent parts first, details later).</p><p></p><p>Not great at either imo, but at least not a strikeout on them either when GG basically fails the usability side and OSE the ‘fun read’ one</p></blockquote><p></p>
[QUOTE="mamba, post: 9834472, member: 7034611"] can you name an example that achieves both to a high degree (without basically duplicating things)? I do not see this as dire, being a good read to me means the text flows well with very little interruption, whether for technical reasons (stat blocks, possible DC checks and their outcomes) while being structured well so random information you need in the moment is easy to find very much does not like flow but structure. GG is far towards the wall of text end of this, they could improve usability with a few changes in formatting and layout while not losing any advantages of their current approach. OSE is pretty much at the other end of the spectrum, highly usable but not a fun read for oneself (at least to me). They could be more evocative and add read aloud sections or similar to increase the ‘solo reading’ part without really losing much of their usability. If I were to write an adventure to publish, I’d probably land in the middle. I do not like long texts (outside of a novel) and prefer a concise focus on the essential. Part of the essential is conveying a feeling to the player, OSE outsources that to the DM. I’d retain some form of read-aloud descriptions for that. I’d definitely keep some structure so things are easy to find however instead of burying all details in a wall of text, without even a clear order (important and immediately apparent parts first, details later). Not great at either imo, but at least not a strikeout on them either when GG basically fails the usability side and OSE the ‘fun read’ one [/QUOTE]
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Goodman Games: Our Efforts Have Been Mischaracterized
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