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Preferred tone of RPG text
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<blockquote data-quote="MNblockhead" data-source="post: 7099467" data-attributes="member: 6796661"><p>I think all can work if done well. </p><p></p><p>My frustration is usually less to do with tone and verbosity and more to do with lack of organization. </p><p></p><p>I really like the tone of the recent WoTC 5e APs (Curse of Straud, Storm Kings Thunder) and think they also strike a nice balance in terms of how much detail they give. But I really hate having to flip to the back of the book or open another book to get monster stats. </p><p></p><p>I also wish that they would color code text for traps, secret doors, etc. </p><p></p><p>I was running the Hidden Shrine of Tamoachan from Tales from the Yawning Portal. It was fun but it could have been much easier to DM if they had better layout for the text describing the more complicated traps and puzzle rooms. The wall of text made it hard to digest and you really have to read it multiple times to be prepared to DM many of the rooms. Once I read through a trap or room and played it out in my head, it was usually fairly easy to understand mechanically and I believe that if the text was broken up differently and rewritten with some headers and such, it would be much easier to digest. I know they want to save on pages, but the dense text layout makes some of these areas difficult to run and require more prep time.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7099467, member: 6796661"] I think all can work if done well. My frustration is usually less to do with tone and verbosity and more to do with lack of organization. I really like the tone of the recent WoTC 5e APs (Curse of Straud, Storm Kings Thunder) and think they also strike a nice balance in terms of how much detail they give. But I really hate having to flip to the back of the book or open another book to get monster stats. I also wish that they would color code text for traps, secret doors, etc. I was running the Hidden Shrine of Tamoachan from Tales from the Yawning Portal. It was fun but it could have been much easier to DM if they had better layout for the text describing the more complicated traps and puzzle rooms. The wall of text made it hard to digest and you really have to read it multiple times to be prepared to DM many of the rooms. Once I read through a trap or room and played it out in my head, it was usually fairly easy to understand mechanically and I believe that if the text was broken up differently and rewritten with some headers and such, it would be much easier to digest. I know they want to save on pages, but the dense text layout makes some of these areas difficult to run and require more prep time. [/QUOTE]
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