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The Liberation of Tenh (updated April 24)
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<blockquote data-quote="Barastrondo" data-source="post: 1121215" data-attributes="member: 3820"><p>I agree with you, but I can't do it unconditionally. In a game where there's a strong focus on genre, the same classic D&Disms that provide a common ground of experience may undercut the trust in the setting being strong enough to stand on its own merits. I freely admit that you don't want tons of exposition to explain everything and wreck the story, but there are ways of subtly being all rebellious and refusing to use the common table-talk terms while avoiding both excessive exposition and muddy confusion. </p><p></p><p>For example, I think you can write a good SH wherein you never ever refer to the characters by their character classes, and still avoid confusing your readers. Sure, some will want to play game archaeologist and try to figure out if the light-armored warrior is part rogue or not, but that's kind of a different meta-reading appeal. It doesn't have to hurt the story to avoid the language of the game. </p><p></p><p>But — and this is important — that has to be the way you want to write, and you have to be prone to communicate neatly without using the shorthand. It has to match your style. </p><p></p><p>For my part, I don't think I could ever really get into throwing around game terms loosely, but I think that's more of a matter of it interfering with my writing style. I know my wife refuses to ever refer to a divine spellcaster as "casting spells" when she's doing the fictional update/journal entry/whatever. "They invoke, pray, chant, intone, channel — but they don't 'cast spells'!" </p><p></p><p>Everybody who writes has these little idiosyncracies. But just because my writing quirks (and hell, my gaming quirks) are different than yours doesn't keep me from enjoying the hell out of your writing style. </p><p></p><p></p><p></p><p>Yep. It's very important if you get into the spell blow-by-blow much as if you were covering a fencing match. </p><p></p><p></p><p></p><p>So don't! It doesn't match your writing style, anyway; one of your capital strengths is that you can really abbreviate things with a few well-chosen turns of phrase. Remember the Stonefisters being cut apart before they could so much as say "I'm... so... angry!"? That was much more effective than trying to properly figure out a way to detail how the barbarian warriors go into their rage, describe the process, and then figure out a way to depict them interrupted halfway, and lethally, all with "proper dramatic description." Your economy is part of the soul of your wit — if florid exposition is your Kryptonite, stay away! </p><p></p><p>(Except when said exposition is just the thing for the pacing, such as the interlude to understand Zinvellon before the climax of TOEE2. But you don't need my advice to point that out, since you were doing it before I was putting "story" and "hour" in the same sentence.)</p><p></p><p></p><p></p><p>Is that what she tells Jespo behind closed doors? "Call me Lord Regda!"</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 1121215, member: 3820"] I agree with you, but I can't do it unconditionally. In a game where there's a strong focus on genre, the same classic D&Disms that provide a common ground of experience may undercut the trust in the setting being strong enough to stand on its own merits. I freely admit that you don't want tons of exposition to explain everything and wreck the story, but there are ways of subtly being all rebellious and refusing to use the common table-talk terms while avoiding both excessive exposition and muddy confusion. For example, I think you can write a good SH wherein you never ever refer to the characters by their character classes, and still avoid confusing your readers. Sure, some will want to play game archaeologist and try to figure out if the light-armored warrior is part rogue or not, but that's kind of a different meta-reading appeal. It doesn't have to hurt the story to avoid the language of the game. But — and this is important — that has to be the way you want to write, and you have to be prone to communicate neatly without using the shorthand. It has to match your style. For my part, I don't think I could ever really get into throwing around game terms loosely, but I think that's more of a matter of it interfering with my writing style. I know my wife refuses to ever refer to a divine spellcaster as "casting spells" when she's doing the fictional update/journal entry/whatever. "They invoke, pray, chant, intone, channel — but they don't 'cast spells'!" Everybody who writes has these little idiosyncracies. But just because my writing quirks (and hell, my gaming quirks) are different than yours doesn't keep me from enjoying the hell out of your writing style. Yep. It's very important if you get into the spell blow-by-blow much as if you were covering a fencing match. So don't! It doesn't match your writing style, anyway; one of your capital strengths is that you can really abbreviate things with a few well-chosen turns of phrase. Remember the Stonefisters being cut apart before they could so much as say "I'm... so... angry!"? That was much more effective than trying to properly figure out a way to detail how the barbarian warriors go into their rage, describe the process, and then figure out a way to depict them interrupted halfway, and lethally, all with "proper dramatic description." Your economy is part of the soul of your wit — if florid exposition is your Kryptonite, stay away! (Except when said exposition is just the thing for the pacing, such as the interlude to understand Zinvellon before the climax of TOEE2. But you don't need my advice to point that out, since you were doing it before I was putting "story" and "hour" in the same sentence.) Is that what she tells Jespo behind closed doors? "Call me Lord Regda!" [/QUOTE]
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