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General Tabletop Discussion
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RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="Swanosaurus" data-source="post: 9272874" data-attributes="member: 7044220"><p>I'd actually say that in this case, it's a perfectly fine description. It's not terribly evocative, sure, but one of the keys of writing good fiction is understanding that not <em>everything</em> needs to be elaborated. Sometimes, a door creaks when it opens, dust billows, yellow sunlight shines through the cracks ... sometimes "She opened the door", and that's it. What I dislike - both in fiction and in RPGs - if what I would call "bloat" serves no other purpose than signaling "evocative prose".</p><p>I'm not sure how compatible that view is with RPG writing, because usually, you want some consistency in the length and style of spell or skill entries. If you're going for "evocative and wordy" for some spells, it might seem strange to stick to a five word sentence for another. Therefore, I tend to prefer texts thar err towards brevity.</p></blockquote><p></p>
[QUOTE="Swanosaurus, post: 9272874, member: 7044220"] I'd actually say that in this case, it's a perfectly fine description. It's not terribly evocative, sure, but one of the keys of writing good fiction is understanding that not [I]everything[/I] needs to be elaborated. Sometimes, a door creaks when it opens, dust billows, yellow sunlight shines through the cracks ... sometimes "She opened the door", and that's it. What I dislike - both in fiction and in RPGs - if what I would call "bloat" serves no other purpose than signaling "evocative prose". I'm not sure how compatible that view is with RPG writing, because usually, you want some consistency in the length and style of spell or skill entries. If you're going for "evocative and wordy" for some spells, it might seem strange to stick to a five word sentence for another. Therefore, I tend to prefer texts thar err towards brevity. [/QUOTE]
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