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Is RPGing a *literary* endeavour?
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<blockquote data-quote="hawkeyefan" data-source="post: 7610108" data-attributes="member: 6785785"><p>Well it's different for everyone, I would think. Would you agree that it's a scale? </p><p></p><p>Personally, I like to use evocative description when it's called for. Usually at the start of a new scene....I'll deliver a few lines to try and set the scene. If there's a particular mood I'm going for, I'll try and tailor what I'm saying to reinforce that mood. </p><p></p><p>But this isn't something I always do. Sometimes, I'll just go with basic description in order to make sure things are clear. Sometimes, I don't want to convey a specific mood right away. It really varies a lot for me. </p><p></p><p>I'm also in no way against leaning on visual media when it helps. Describing whatever creature [MENTION=22779]Hussar[/MENTION] mentioned a few pages ago as the bug at the end of Men in Black works for me. I usually provide an actor in association with my important NPCs to help my players picture what I'm going for. To my mind, that's not a literary technique by any reasonable stretch....it facilitates understanding at the table to say "the captain of the guard is a bit of a brutish man, like Herc from the Wire". But if I was writing fiction, I'd never do that. </p><p></p><p>So for me, sure, sometimes my word choice is meant to be evocative in the same way an author of literature woudl attempt to be evocative. But other times, I just want to facilitate play by making sure my players understand the situation and the scene. </p><p></p><p>So in that sense, the importance of using evocative language is simply not as important to me as the situation itself. </p><p></p><p></p><p></p><p>Perhaps. To me, I don't know if it is core. I would agree that a certain level of description and clarity is required. So if we apply "literary" as broad as some have in this thread, then I suppose it would be core because the GM has to set a scene, as basic as he may do so. </p><p></p><p>But if we focus more on the level of the quality of language used by the GM....if we narrow the definition of "literary" a bit to what most people tend to think of.....then I don't know if evocative language is absolutely necessary. I think a game could work without it. </p><p></p><p>However, I wouldn't cut it out of my own game. I think it certainly adds to the game, and like I said, I include it where I think it helps. All other things being equal, a game that has evocative narration versus on that lacks it would be better, in my opinion. </p><p></p><p>If you asked me (as this thread tried to) if I think that use of evocative narration is more or less important than creating interesting situations for the characters, then that's something else. Of course these things are not mutually exclusive, but if we're talking about which is more fundamental to the success of a game, then I'd say that interesting situations are more important. I just see this as more important because it's going to be what truly engages the players, and anything else is kind of icing on the cake, so to speak. </p><p></p><p>I'm sure some folks would say that it's the narrative quality that's more important. If you think that, I'd be interested to hear why in a way that doesn't assume that a game where it isn't the primary focus is drab and uninteresting. </p><p></p><p>What makes evocative language so important to the game? What does it add? When compared to interesting situations, how is it more important?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7610108, member: 6785785"] Well it's different for everyone, I would think. Would you agree that it's a scale? Personally, I like to use evocative description when it's called for. Usually at the start of a new scene....I'll deliver a few lines to try and set the scene. If there's a particular mood I'm going for, I'll try and tailor what I'm saying to reinforce that mood. But this isn't something I always do. Sometimes, I'll just go with basic description in order to make sure things are clear. Sometimes, I don't want to convey a specific mood right away. It really varies a lot for me. I'm also in no way against leaning on visual media when it helps. Describing whatever creature [MENTION=22779]Hussar[/MENTION] mentioned a few pages ago as the bug at the end of Men in Black works for me. I usually provide an actor in association with my important NPCs to help my players picture what I'm going for. To my mind, that's not a literary technique by any reasonable stretch....it facilitates understanding at the table to say "the captain of the guard is a bit of a brutish man, like Herc from the Wire". But if I was writing fiction, I'd never do that. So for me, sure, sometimes my word choice is meant to be evocative in the same way an author of literature woudl attempt to be evocative. But other times, I just want to facilitate play by making sure my players understand the situation and the scene. So in that sense, the importance of using evocative language is simply not as important to me as the situation itself. Perhaps. To me, I don't know if it is core. I would agree that a certain level of description and clarity is required. So if we apply "literary" as broad as some have in this thread, then I suppose it would be core because the GM has to set a scene, as basic as he may do so. But if we focus more on the level of the quality of language used by the GM....if we narrow the definition of "literary" a bit to what most people tend to think of.....then I don't know if evocative language is absolutely necessary. I think a game could work without it. However, I wouldn't cut it out of my own game. I think it certainly adds to the game, and like I said, I include it where I think it helps. All other things being equal, a game that has evocative narration versus on that lacks it would be better, in my opinion. If you asked me (as this thread tried to) if I think that use of evocative narration is more or less important than creating interesting situations for the characters, then that's something else. Of course these things are not mutually exclusive, but if we're talking about which is more fundamental to the success of a game, then I'd say that interesting situations are more important. I just see this as more important because it's going to be what truly engages the players, and anything else is kind of icing on the cake, so to speak. I'm sure some folks would say that it's the narrative quality that's more important. If you think that, I'd be interested to hear why in a way that doesn't assume that a game where it isn't the primary focus is drab and uninteresting. What makes evocative language so important to the game? What does it add? When compared to interesting situations, how is it more important? [/QUOTE]
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