[Irk rather than Rant]: "Cinematic"

Dude, we seriously need to get our heads together. I mean, I was thinking more of crossing The Monkees with The Avengers, but whatever works.
 

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Well, I don't use 'pulpy' in that sense, because it demeans the pulps by taking something big and making it small and narrow, and it tends to perpetuate ignorance -- so many people who do use it *don't* know about the pulps, but think using the term (often condescendingly) makes them cool.

('Pulps', of couse, partly means 'not the slicks', just as 'esoteric' means 'not exoteric'.)
 


Faraer said:
Well, I don't use 'pulpy' in that sense, because it demeans the pulps by taking something big and making it small and narrow, and it tends to perpetuate ignorance -- so many people who do use it *don't* know about the pulps, but think using the term (often condescendingly) makes them cool.

('Pulps', of couse, partly means 'not the slicks', just as 'esoteric' means 'not exoteric'.)

"Demeans the pulps."

Well, I don't want Lester Dent to come over and kick my ass...
 


hong said:
I'm demeaning my pulp RIGHT NOW, if you know what I mean, and I think you do.

Don't you know it'll make you go blind? You nasty, dirty little boy!
 

Faraer said:
Well, I don't use 'pulpy' in that sense, because it demeans the pulps by taking something big and making it small and narrow, and it tends to perpetuate ignorance -- so many people who do use it *don't* know about the pulps, but think using the term (often condescendingly) makes them cool.
It sounds like you're taking an ethical stand against the use of words that, while descriptive and useful, are excessively vague for you. Presumably, you will want, instead, to spend much more time in detailed conversation rather than using such vocabulary shorthand. Knock yerself out.
 


I like the term "cinematic," but I don't see it as the DM's job; rather, I see it as the job of everyone around the table, and the game designer's job.

In some games, by the rules you're better off doing a couple of fairly boring tactics. Magic missile, magic missile; hack, hack; cure light wounds, cure light wounds. There's little reward for coming up with creative and unusual actions: trying to grab two kobolds and knock their heads together, while very cool, is more trouble than it's worth. These games discourage creative and cool moves on the part of the players.

But a good GM can moderate this: a good GM can respond to a request to knock two kobolds' heads together by saying, "cool!" and fudging the rules enough to allow it. Note this rules-fudging: if you're interested in the game as a game more than you're interested in the game as a vehicle for creating an exciting narrative, this may not be the play style for you.

Even if the rules and the GM are focusing on exciting action, however, it's still up to the players to make it work. If you're going to stab with your sword, describe the feint maneuver you do, how you swing high before coming in with a boot to the kneecap. Sure, by the rules you're just doing a longsword attack, no bluff check and no unarmed damage; but it's a lot more interesting. And take advantage of things like tables to throw at your enemies and such: make combat more than just the static trading of blows.

It's pretty difficult to get the cinematic effect going, and lord knows I fail often enough, but I find it tremendously satisfying when player, GM, and rules designer work together to get the cinematic feel going.

Daniel
 

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