Bedrockgames
I post in the voice of Christopher Walken
I dont know. I want the text to have room to breath. Personally, I feel "less is more" is often overdone. I dont want sprawling text, but I do want text that doesn't feel overly minimalist.
I dont know. I want the text to have room to breath. Personally, I feel "less is more" is often overdone. I dont want sprawling text, but I do want text that doesn't feel overly minimalist.
I dont know. I want the text to have room to breath. Personally, I feel "less is more" is often overdone. I dont want sprawling text, but I do want text that doesn't feel overly minimalist.
I'm not saying they need to explicitly duplicate MTG cards, only that there is an important distinction between "prose" and "textbook"
Long, short, it isn't really about that. Clearly there CAN be too long. What I mostly do NOT want to have to do is keep wading through the flavor text every time someone at my table casts a spell. That got old REAL fast and is a HUGE advantage of 4e. Have all the flavor text you need, go crazy, and then give me range, area of effect, keywords, attack and damage expressions, etc. I am never ever again wading through the text of 'Sleep' to try to figure out if the way the player is arguing it works is just annoying munchkinism or not. Nope.
I'm agreeing with you a lot today, shidaku. I'd take this one step further and say the distinction has to be visually clear for ease of reference, even if the flavor is italicized and the rules reference boxed, bold, or something along those lines. And it should be separate and not intermingled.
I'm glad someone picked up on that part of my post! And thanks for the reply - interesting stuff.
Does this relate to the project you mentioned on another thread of trying to bring the classic D&D experience, or at least its accesories, closer to a board game style?
I do think making good use of the entry block format so all the important info that fits is there is a good idea. 4E did do a soid job front loading stuff in that portion of the power and spell entries. But I also think spells sometimes need a bit of space not just for flavor but to explain their limitations and variable uses. I want clarification, flavor and I want it to be compelling, not dry or too perfunctory.
Really though, I wasnt htinking so much about spells initially. My bigger concern was with flavor related to supplements and GM material. I cannot speak as well to 4E supplements, so for all I know those were fine. But by the end of 3E I became highly disatisfied with wotc's approach to flavor, campaign material and Gm advice. It just wasnt getting me excited to play. Honestly even if the system isnt that great, if the text and the flavor is good, that can often be more important to me than the mechanical foundation. To me it is a pretty big deal. I had lots of games back in the day with questionable mechanics that I still played enthusiastically because the flavor text was so strong.
I want that stuff to be implicit in the classification, keywords and such, not spelled out in a novella, to be honest. With the old "fluffy rules" approach you got guidelines too specific to a list of situations; I want the specification in system language to be giving me enough of a clear idea of how the thing works that I can actually work out for myself whether or not a wacky, non-standard use idea will work or not. Instead of leaving room for creativity by having partial rules, have the rules deal with classes and mechanisms so that alternative uses come as a natural extension of the way things work, not because the GM lets them work if s/he likes them.I do think making good use of the entry block format so all the important info that fits is there is a good idea. 4E did do a solid job front loading stuff in that portion of the power and spell entries. But I also think spells sometimes need a bit of space not just for flavor but to explain their limitations and variable uses.