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Is RPGing a *literary* endeavour?
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<blockquote data-quote="hawkeyefan" data-source="post: 7610597" data-attributes="member: 6785785"><p>I didn’t think it was very extreme as a scene setting bit of narration. It takes about a minute and a half to deliver. Is that too long for an establishing bit of narration? Don’t the additional details provided in this longer narration more fully set the scene? It’s not just an inn, it’s a warm inn and a welcome respite, it’s crowded from people seeking shelter from the rain. It’s run by a friendly innkeeper who notices things and whose serving maid, Tansy, is likely his daughter. There’s the smell of the stew, and the entrance of an enigmatic figure. </p><p></p><p>Doesn’t all of this detail relate to your initial point? Presentation and interesting description being as important as the content? </p><p></p><p>In the second bit, the description is pretty bare bones. It’s an inn, it’s crowded due to heavy rain. In walks a man with an eyepatch.</p><p></p><p>The second has much less description. Is it dull? Maybe not quite the right word. Spare, for sure. But there’s that one really key bit about the eyepatch (and nothing else about him beyond that) that likely would trigger a response from the player. </p><p></p><p>I’d likely use something like the first approach if I wanted to simply set a scene, and then maybe move toward some kind of action or decision. </p><p></p><p>The second would be if I wanted to get right to the decision point. Which method I’d use would depend on what I wanted to get out of the session, based on my and the players’ desires.</p><p></p><p></p><p></p><p>Based on this and other recent comments, it sounds to me like you’re much more in agreement with the OP than it seemed. You seem unconcerned with making the narration as high quality as possible, and that you’re more concerned with conveying the necessary details.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7610597, member: 6785785"] I didn’t think it was very extreme as a scene setting bit of narration. It takes about a minute and a half to deliver. Is that too long for an establishing bit of narration? Don’t the additional details provided in this longer narration more fully set the scene? It’s not just an inn, it’s a warm inn and a welcome respite, it’s crowded from people seeking shelter from the rain. It’s run by a friendly innkeeper who notices things and whose serving maid, Tansy, is likely his daughter. There’s the smell of the stew, and the entrance of an enigmatic figure. Doesn’t all of this detail relate to your initial point? Presentation and interesting description being as important as the content? In the second bit, the description is pretty bare bones. It’s an inn, it’s crowded due to heavy rain. In walks a man with an eyepatch. The second has much less description. Is it dull? Maybe not quite the right word. Spare, for sure. But there’s that one really key bit about the eyepatch (and nothing else about him beyond that) that likely would trigger a response from the player. I’d likely use something like the first approach if I wanted to simply set a scene, and then maybe move toward some kind of action or decision. The second would be if I wanted to get right to the decision point. Which method I’d use would depend on what I wanted to get out of the session, based on my and the players’ desires. Based on this and other recent comments, it sounds to me like you’re much more in agreement with the OP than it seemed. You seem unconcerned with making the narration as high quality as possible, and that you’re more concerned with conveying the necessary details. [/QUOTE]
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