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Community
Playing the Game
Story Hour
The Liberation of Tenh (updated April 24)
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<blockquote data-quote="Zaruthustran" data-source="post: 1121334" data-attributes="member: 1457"><p>Exactly; and perfect example. Reading a (contact) story hour is like hopping through a field strewn with skillfully painted easter eggs. The field and the hopping are nice enough, but the real treat is discovering all the hidden (and not so hidden) goodies.</p><p></p><p>Only hardcore gamer eyes can truly appreciate the story. I still advocate that there are plenty of hardcore and appreciative gamers out there that would love to read a story with such a perfect blend of character, narrative, plot, and crunchy goodness. Lose the spell names and clever references to D&Disms, and you lose that special (contact) something.</p><p></p><p>Sagiro and Piratecat are also skilled at this style. But I can't get into the more verbose story hours. They bog down in needless obfuscation. I'm a D&D player reading about a D&D game--I don't need a paragraph describing gestures and mumbo-jumbo when "Bob cast Fireball" would do. </p><p></p><p>Likewise, I can only take Salvatore and other D&D novels in small doses. The guy wastes too much time on description, and what's more, the fights don't feel like D&D fights. </p><p></p><p>Which of course they aren't. Which, I suppose, is why I can't get into the novels. A fantasy novel written about a game that is arguably designed to immerse readers in a fantasy novel setting is just too many degrees of seperation. It's like a Xerox copy of a fax of a printed sheet of a scan of a Xerox copy. </p><p></p><p>Just give me the original. I play the game; I can figure out what's going on.</p><p></p><p>-z, who just gave himself analogy diabetes.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1121334, member: 1457"] Exactly; and perfect example. Reading a (contact) story hour is like hopping through a field strewn with skillfully painted easter eggs. The field and the hopping are nice enough, but the real treat is discovering all the hidden (and not so hidden) goodies. Only hardcore gamer eyes can truly appreciate the story. I still advocate that there are plenty of hardcore and appreciative gamers out there that would love to read a story with such a perfect blend of character, narrative, plot, and crunchy goodness. Lose the spell names and clever references to D&Disms, and you lose that special (contact) something. Sagiro and Piratecat are also skilled at this style. But I can't get into the more verbose story hours. They bog down in needless obfuscation. I'm a D&D player reading about a D&D game--I don't need a paragraph describing gestures and mumbo-jumbo when "Bob cast Fireball" would do. Likewise, I can only take Salvatore and other D&D novels in small doses. The guy wastes too much time on description, and what's more, the fights don't feel like D&D fights. Which of course they aren't. Which, I suppose, is why I can't get into the novels. A fantasy novel written about a game that is arguably designed to immerse readers in a fantasy novel setting is just too many degrees of seperation. It's like a Xerox copy of a fax of a printed sheet of a scan of a Xerox copy. Just give me the original. I play the game; I can figure out what's going on. -z, who just gave himself analogy diabetes. [/QUOTE]
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The Liberation of Tenh (updated April 24)
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