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General Tabletop Discussion
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Is RPGing a *literary* endeavour?
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<blockquote data-quote="hawkeyefan" data-source="post: 7617356" data-attributes="member: 6785785"><p>I don’t think description is the basis for a strive for literary quality. Description is essential to the interaction between GM and player....so I think it’s obvious that we’re talking about something more, no? I think that saying something clearly and saying something creatively are two different things (although there will be examples that fit both). </p><p></p><p>Let’s say you’re in the lobby of a tall building, and someone asked you where is the elevator. You could say “continue straight down this hallway, make your second left, and the elevators will be on the right.”</p><p></p><p>Or you could gesture to a crowd of folks arriving and say “Follow this pack of suited lemmings until you detect the pungent smell of despair as the tiny bell of doom tolls, letting them know their carriage of lost hope awaits.”</p><p></p><p>One of these is simple and clear, but offers nothing beyond that clarity. The other is moody and (at least attempting to be) more creative, and offers something about the speaker and his views. And while the second may work in a novel, film, or show (especially something with a tone like Office Space) and may make the audience smile or help them understand the tone of the work, it does almost nothing for the person asking where the elevators are.</p><p></p><p>To put this back toward RPGing and description.</p><p></p><p>“The creature you see is humanoid, taller than the average human, and gaunt. It has leathery yellow skin, sunken eyes, and a rictus grin. Its armor is of a style you’ve never seen before. It wields a great silver sword that shines even in the near darkness. The creature scans about for signs of enemies. It does not appear to have noticed you, but it soon may. What do you do?”</p><p></p><p>This would be my attempt to describe a githyanki clearly to my players, and to establish some action needed on their part. Obviously, I’d expect there to be a hit more context already established through play. Would you deem this insufficient for immersion? Do you think that my description goes beyond mere clarity in an attempt not to just say something, but to say it in a creative way? </p><p></p><p>Also, can you provide an example of a bit of narration that aspires to literary quality and does so while still serving as a call to action?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7617356, member: 6785785"] I don’t think description is the basis for a strive for literary quality. Description is essential to the interaction between GM and player....so I think it’s obvious that we’re talking about something more, no? I think that saying something clearly and saying something creatively are two different things (although there will be examples that fit both). Let’s say you’re in the lobby of a tall building, and someone asked you where is the elevator. You could say “continue straight down this hallway, make your second left, and the elevators will be on the right.” Or you could gesture to a crowd of folks arriving and say “Follow this pack of suited lemmings until you detect the pungent smell of despair as the tiny bell of doom tolls, letting them know their carriage of lost hope awaits.” One of these is simple and clear, but offers nothing beyond that clarity. The other is moody and (at least attempting to be) more creative, and offers something about the speaker and his views. And while the second may work in a novel, film, or show (especially something with a tone like Office Space) and may make the audience smile or help them understand the tone of the work, it does almost nothing for the person asking where the elevators are. To put this back toward RPGing and description. “The creature you see is humanoid, taller than the average human, and gaunt. It has leathery yellow skin, sunken eyes, and a rictus grin. Its armor is of a style you’ve never seen before. It wields a great silver sword that shines even in the near darkness. The creature scans about for signs of enemies. It does not appear to have noticed you, but it soon may. What do you do?” This would be my attempt to describe a githyanki clearly to my players, and to establish some action needed on their part. Obviously, I’d expect there to be a hit more context already established through play. Would you deem this insufficient for immersion? Do you think that my description goes beyond mere clarity in an attempt not to just say something, but to say it in a creative way? Also, can you provide an example of a bit of narration that aspires to literary quality and does so while still serving as a call to action? [/QUOTE]
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