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General Tabletop Discussion
*Dungeons & Dragons
Read aloud text in modules: What are folks opinions about read aloud content?
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<blockquote data-quote="touc" data-source="post: 9628779" data-attributes="member: 19270"><p><em>Disclaimer: I'm biased because I'm helping out on the project. That said... </em>I lean to Bryce Lynch's <a href="https://tenfootpole.org/ironspike/?page_id=1201" target="_blank">"Ten Foot Pole" criteria</a> for adventures and <strong>MEGO ("my eyes glazed over") </strong>flavor text. There's a 2005 WOTC article (archived in criteria comments, Dave Noonan & Jesse Decker) that discusses going incognito and watching MEGO in action over four days, at table after table:</p><p></p><p><strong><em>"...If you're the DM, you get two sentences. Period. Beyond that, your players are stacking dice, talking to each other, or staring off into space.</em></strong><em>...I saw otherwise engaging DMs read through boxed text, then get frustrated because they wound up repeating and paraphrasing all the information in it anyway - often in the middle of the action."</em><strong><em> </em></strong>Their conclusion was that <u>conversation was better than narration for boxed text</u>:</p><ul> <li data-xf-list-type="ul">"<strong><em>At its heart, a <strong>D&D</strong> game is a conversation." </em></strong>Narrated boxes of text don't follow that format.</li> <li data-xf-list-type="ul"><strong>DMs who didn't used boxed text had more engagement</strong>. Short descriptor, players ask questions as DM draws on grid map.<ul> <li data-xf-list-type="ul">Lesser factor: convention halls are noisy, but boxed text is where DMs lost folks' concentration.</li> <li data-xf-list-type="ul">Lesser factor: DMs with box text are reading it "cold," not having written it in their style nor practiced how it sounds.</li> </ul></li> </ul><p>Solution? <strong>"Ditch the boxed text and use your own words for the initial description of the room."</strong></p><p></p><p>Did this change D&D into "bullet-point" descriptors of rooms like some popular non-D&D modules? Nope, but 2-3 short sentences (impact the senses, contain a relevant clue perhaps) then looking at players is a good format: <em>Two great, 15-foot-high oak doors loom before you. Reinforced with bands of black iron, they defy anyone eager to sunder them. Carved into their dark surface is an enormous and angry All-Seeing Eye. </em>(Sons of Gruumsh adventure).</p></blockquote><p></p>
[QUOTE="touc, post: 9628779, member: 19270"] [I]Disclaimer: I'm biased because I'm helping out on the project. That said... [/I]I lean to Bryce Lynch's [URL='https://tenfootpole.org/ironspike/?page_id=1201']"Ten Foot Pole" criteria[/URL] for adventures and [B]MEGO ("my eyes glazed over") [/B]flavor text. There's a 2005 WOTC article (archived in criteria comments, Dave Noonan & Jesse Decker) that discusses going incognito and watching MEGO in action over four days, at table after table: [B][I]"...If you're the DM, you get two sentences. Period. Beyond that, your players are stacking dice, talking to each other, or staring off into space.[/I][/B][I]...I saw otherwise engaging DMs read through boxed text, then get frustrated because they wound up repeating and paraphrasing all the information in it anyway - often in the middle of the action."[/I][B][I] [/I][/B]Their conclusion was that [U]conversation was better than narration for boxed text[/U]: [LIST] [*]"[B][I]At its heart, a [B]D&D[/B] game is a conversation." [/I][/B]Narrated boxes of text don't follow that format. [*][B]DMs who didn't used boxed text had more engagement[/B]. Short descriptor, players ask questions as DM draws on grid map. [LIST] [*]Lesser factor: convention halls are noisy, but boxed text is where DMs lost folks' concentration. [*]Lesser factor: DMs with box text are reading it "cold," not having written it in their style nor practiced how it sounds. [/LIST] [/LIST] Solution? [B]"Ditch the boxed text and use your own words for the initial description of the room."[/B] Did this change D&D into "bullet-point" descriptors of rooms like some popular non-D&D modules? Nope, but 2-3 short sentences (impact the senses, contain a relevant clue perhaps) then looking at players is a good format: [I]Two great, 15-foot-high oak doors loom before you. Reinforced with bands of black iron, they defy anyone eager to sunder them. Carved into their dark surface is an enormous and angry All-Seeing Eye. [/I](Sons of Gruumsh adventure). [/QUOTE]
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Read aloud text in modules: What are folks opinions about read aloud content?
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