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Is RPGing a *literary* endeavour?
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<blockquote data-quote="pemerton" data-source="post: 7603708" data-attributes="member: 42582"><p>So, tihs is dead on-topic.</p><p></p><p>And, to me, is strange.</p><p></p><p>I'll relate it to something you've posted recently in another thread - not as "gotcha", but because I'm trying to work out where you're coming from.</p><p></p><p>In that other thread, you were discussing approaches to adjudication, and expressed a preference for swift adjudication rather than (what you saw as) a lot of needless narration.</p><p></p><p>But here, from my point of view you seem to be advocating needless narration. What colour was the box that held the letters in Evard's tower room I don't recall. I suspect it was never established. But why should it be? How is that part of what is exciting about play?</p><p></p><p>If we had a character with a Belief "I will recreate the cabinet work of the great carpenters of yore", then I'm sure the GM would have approached that matter differently. But we didn't. The GM, correctly in my view, focused on those aspects of the situatiion that mattered. The back-and-forth with the demon (the words as well as the fighting), which tested my character's devotion to the Lord of Battle and to the defence of innocents. The discovery of the letters, which reveaal the unwelcome truth about my ancestry. Why is the tower such a big deal?</p><p></p><p>I assume you don't describe the hat and cape of every peasant the PCs pass on the road. They're just part of the setting. Likewise Evard's tower.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7603708, member: 42582"] So, tihs is dead on-topic. And, to me, is strange. I'll relate it to something you've posted recently in another thread - not as "gotcha", but because I'm trying to work out where you're coming from. In that other thread, you were discussing approaches to adjudication, and expressed a preference for swift adjudication rather than (what you saw as) a lot of needless narration. But here, from my point of view you seem to be advocating needless narration. What colour was the box that held the letters in Evard's tower room I don't recall. I suspect it was never established. But why should it be? How is that part of what is exciting about play? If we had a character with a Belief "I will recreate the cabinet work of the great carpenters of yore", then I'm sure the GM would have approached that matter differently. But we didn't. The GM, correctly in my view, focused on those aspects of the situatiion that mattered. The back-and-forth with the demon (the words as well as the fighting), which tested my character's devotion to the Lord of Battle and to the defence of innocents. The discovery of the letters, which reveaal the unwelcome truth about my ancestry. Why is the tower such a big deal? I assume you don't describe the hat and cape of every peasant the PCs pass on the road. They're just part of the setting. Likewise Evard's tower. [/QUOTE]
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