The all mighty box text

I'm going to go a bit against the grain here and say I don't mind boxed texts. However, lengthy boxed texts are not good. If you cannot sum up a scene in a five to ten sentence paragraph, it's time to get an editor. :) A boxed text should basically only describe the room or where ever the party happens to be at the time. I don't need boxed texts for conversations.
 

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I'm ok with no boxed text. I don't really like to read it out at the table anyway, because:

1. I'm german, making reading out boxed text from english adventures suboptimal

2. boxed text tends to make to many assumptions

3. Reading out as DM is unwieldy, unless it's an obvious "cut scene" (I've had good expiriences with those)

No boxed text means more other content, I can add athmosphere bits of my own.
 

Boxed text is something of an in-joke at our table after suffering through many of the original Ravenloft's more inane passages, and I still see it used so poorly today in many adventures that it makes me cringe (I'm looking at you, Key of Destiny). I never read it verbatim, but it does serve as my starting point for any areas which have it.

I do, however, like NPC quotes that can be dropped handily into the proceedings, and will almost always base my presentation of an NPC off of such material if it's there (here's looking at you, Key of Destiny).
 

don't throw the baby out with the bathwater.

as long as you still include the information that makes the adventure unique in the encounters it works for me.
 

I don't like when box text is read in a monotone voice, without any eye contact. Reading pertinent information, with voice inflections and a connection to the players is ok though.
 

Even though I rarely read it verbatim, I like boxed text because it makes a clear distinction between the player and dm information. Without it, you need to spend more time parsing the text on the page, identifying what you should or shouldn't reveal to the players.
 

I think the _concept_ of box text can be helpful: a quick summary, some notable quotes to give an NPC 'character' etc.

In reality, the tool is often 'misused', or fails to function properly.
 

I'm kind of a combo with all of the above...

I think there should be a definite set aside DM only info area, and a descriptive area, but not nessesarily read verbatim to the players... Just a this is how the room looks, but feel free to customize it up a bit based on "how" the players percieve it...
 

Scribble said:
I'm kind of a combo with all of the above...

I think there should be a definite set aside DM only info area, and a descriptive area, but not nessesarily read verbatim to the players... Just a this is how the room looks, but feel free to customize it up a bit based on "how" the players percieve it...
Scribble hit the nail on the head.

I don't think much of boxed text. If I use it player's eyes tend to gloss over while I'm reading it. They pay more attention to the description if I do my own.

I think I insert more pauses while I pull out the relevant information. These pauses allow the players a moment to visualize what I have described before I give them the next piece.
 

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