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<blockquote data-quote="Dykstrav" data-source="post: 3607125" data-attributes="member: 40522"><p>I generally don't like it. You should be direct, concise, and clear when describing things during play. But in the deisng of your setting, I'd rather hear a few colorful adjectives and descriptions rather than a flat statement of intent.</p><p></p><p>Compare the following:</p><p></p><p>"You're entering the elven city in the desert. Unlike Tolkienesque settings, these elves are Egyptian in general flavor, culture, and dress."</p><p></p><p>"The guards are dressed in ceremonial white kilts and headdresses, weilding bronze-tipped spears and khopeshes at their belts. Once you clear the gates, you see commoners dressed in homespun rags kneeling before obelisks and reciting their prayers. The white obelisks are carved with images of an eternal line of elven kings claiming descent from the sun-god, blessing the earth with fertile crops from the river. In the market, you see scores of commoners going about their business: purchasing dates and measures of grain for their meals, small animal-headed idols, and avoiding the slave pens. An overseer seems to be purchasing a large order of slaves for the construction of monuments to the south."</p><p></p><p>It's not just a matter of being evocative (although it certainly helps), it's a matter of deciding what images and symbols you want to use to communicate your Egyptian motif. If you describe these elves hiring Hyskos-style mercenaries, building elaborate civil monuments, worshipping animal-headed idols, your players will pick up on these things.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3607125, member: 40522"] I generally don't like it. You should be direct, concise, and clear when describing things during play. But in the deisng of your setting, I'd rather hear a few colorful adjectives and descriptions rather than a flat statement of intent. Compare the following: "You're entering the elven city in the desert. Unlike Tolkienesque settings, these elves are Egyptian in general flavor, culture, and dress." "The guards are dressed in ceremonial white kilts and headdresses, weilding bronze-tipped spears and khopeshes at their belts. Once you clear the gates, you see commoners dressed in homespun rags kneeling before obelisks and reciting their prayers. The white obelisks are carved with images of an eternal line of elven kings claiming descent from the sun-god, blessing the earth with fertile crops from the river. In the market, you see scores of commoners going about their business: purchasing dates and measures of grain for their meals, small animal-headed idols, and avoiding the slave pens. An overseer seems to be purchasing a large order of slaves for the construction of monuments to the south." It's not just a matter of being evocative (although it certainly helps), it's a matter of deciding what images and symbols you want to use to communicate your Egyptian motif. If you describe these elves hiring Hyskos-style mercenaries, building elaborate civil monuments, worshipping animal-headed idols, your players will pick up on these things. [/QUOTE]
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