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Reinventing fantasy cliches
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<blockquote data-quote="DrunkonDuty" data-source="post: 4156270" data-attributes="member: 54364"><p>Something that all the contributors to this thread seem to agree on is that by giving more details you can avoid cliches. More background for a tribe/NPC/event makes it a better experience for the players when they get up close to it, although at a greater distance less detail is necessary. (Thanks Teplin for the focus/depth of field analogy.)</p><p></p><p>So a question to be asked is: how much detail is right? I'd say it depends on how much detail your players want. </p><p></p><p>I think Jurgen has hinted at a good answer to this with his Eladrin/Drow rituals. Knowing where elf babies come from (I paraphrase loosely <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) might be unnecessary detail, unless it leads to plots for the players. ANd a group of here-to-fore benevolent Eladrin desperate for children at any cost has certainly got plot potential.</p><p></p><p>So the right amount of detail is the amount that gets the plot and/or players going. I'm lucky in that my players really like to get involved in the game world. It provides me with both the challenge of creating something to interest them and then the satisfaction of having done so and getting told "that was great!" (I love my players.)</p><p></p><p>PS: I must admit to getting overly caught up in the over-arching plot at times. I think I shall use Hobo's/Raymond Chandler's advice in the future.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 4156270, member: 54364"] Something that all the contributors to this thread seem to agree on is that by giving more details you can avoid cliches. More background for a tribe/NPC/event makes it a better experience for the players when they get up close to it, although at a greater distance less detail is necessary. (Thanks Teplin for the focus/depth of field analogy.) So a question to be asked is: how much detail is right? I'd say it depends on how much detail your players want. I think Jurgen has hinted at a good answer to this with his Eladrin/Drow rituals. Knowing where elf babies come from (I paraphrase loosely ;) ) might be unnecessary detail, unless it leads to plots for the players. ANd a group of here-to-fore benevolent Eladrin desperate for children at any cost has certainly got plot potential. So the right amount of detail is the amount that gets the plot and/or players going. I'm lucky in that my players really like to get involved in the game world. It provides me with both the challenge of creating something to interest them and then the satisfaction of having done so and getting told "that was great!" (I love my players.) PS: I must admit to getting overly caught up in the over-arching plot at times. I think I shall use Hobo's/Raymond Chandler's advice in the future. [/QUOTE]
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