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RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="kenada" data-source="post: 9275939" data-attributes="member: 70468"><p>You do have to scan it, but the formatting draws your eyes to the mechanics. I’m not sold on incorporating flavor text that way (especially once it’s more than a trivial example like <em>fireball</em>), but I wanted include it in the example.</p><p></p><p></p><p>That doesn’t really challenge my contention that 4e’s format evolved from those older formats. The designers obviously iterated across editions until we got what we did in 4e.</p><p></p><p></p><p>I’m fine with common elements being put up top, preferably as part of the chrome (e.g., like how Magic puts mana costs at the top of the card). For everything else, I’d rather put it in the mechanical description with notation to identify the mechanical elements (such as bolded text or standard icons). Those elements should also have standard behavior. If something references <strong>RANGE X</strong>, it should be implied that you must have line of sight and effect to the target (per its definition in the rules). The description shouldn’t need to restate it every time.</p><p></p><p>Note that I’m not talking about flavor text. Like I noted above, I don’t know about incorporating it the way I did in the example. I think it’s more important the description be easy to parse than it is to be exceptionally flavorful.</p></blockquote><p></p>
[QUOTE="kenada, post: 9275939, member: 70468"] You do have to scan it, but the formatting draws your eyes to the mechanics. I’m not sold on incorporating flavor text that way (especially once it’s more than a trivial example like [I]fireball[/I]), but I wanted include it in the example. That doesn’t really challenge my contention that 4e’s format evolved from those older formats. The designers obviously iterated across editions until we got what we did in 4e. I’m fine with common elements being put up top, preferably as part of the chrome (e.g., like how Magic puts mana costs at the top of the card). For everything else, I’d rather put it in the mechanical description with notation to identify the mechanical elements (such as bolded text or standard icons). Those elements should also have standard behavior. If something references [B]RANGE X[/B], it should be implied that you must have line of sight and effect to the target (per its definition in the rules). The description shouldn’t need to restate it every time. Note that I’m not talking about flavor text. Like I noted above, I don’t know about incorporating it the way I did in the example. I think it’s more important the description be easy to parse than it is to be exceptionally flavorful. [/QUOTE]
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