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<blockquote data-quote="Immortal Sun" data-source="post: 7593881"><p>To add some clarification, I pay them to do that, but I pay them to do it <em>well</em>. Any old sod can be creative and I'd argue that most of us here are probably particularly skilled at at. But we (well, we might) don't have editors and publishers and playtesters to ensure that what we are creating is particularly refined. We might have the raw information and a general idea of how we want to present it, but until we actually go out and <em>do that </em>we don't have a nice and refined approach.</p><p></p><p>This, frankly, is the only reason I assume that people actually buy modules, adventures and settings, because not only do they provide interesting information, but they also provide cohesive thematic elements that bring all of these bits of information together in a very particularly appealing way. You're not just getting a wiki article, you're getting a wiki article with some dramatic flair.</p><p></p><p></p><p>Er, no. These things are quite frankly, <em>not</em> atmosphere. Those are all things you are doing in response to the situation you find yourself in, which is <em>not</em> atmosphere. Not even close. I'm actually a little befuddled how you can even argue that. The atmosphere is the "pervading tone or mood", in this case, of the room. Your decisions are a reaction to the atmosphere of the room.</p><p>The furniture unsettles you, so you uncover it. The mirror weirds you out, so you smash it. The open window is both a means of escape and saftey, but also a venue for attack and danger. </p><p></p><p>Your choices there are <em>reactions</em> to the atmosphere I established. Yes, you would have reactions to those objects without the atmosphere injection, but would those reactions be ones of <em>fear</em>? Which is the guiding <em>theme</em> of Curse of Strahd (and its predecessors).</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7593881"] To add some clarification, I pay them to do that, but I pay them to do it [I]well[/I]. Any old sod can be creative and I'd argue that most of us here are probably particularly skilled at at. But we (well, we might) don't have editors and publishers and playtesters to ensure that what we are creating is particularly refined. We might have the raw information and a general idea of how we want to present it, but until we actually go out and [I]do that [/I]we don't have a nice and refined approach. This, frankly, is the only reason I assume that people actually buy modules, adventures and settings, because not only do they provide interesting information, but they also provide cohesive thematic elements that bring all of these bits of information together in a very particularly appealing way. You're not just getting a wiki article, you're getting a wiki article with some dramatic flair. Er, no. These things are quite frankly, [I]not[/I] atmosphere. Those are all things you are doing in response to the situation you find yourself in, which is [I]not[/I] atmosphere. Not even close. I'm actually a little befuddled how you can even argue that. The atmosphere is the "pervading tone or mood", in this case, of the room. Your decisions are a reaction to the atmosphere of the room. The furniture unsettles you, so you uncover it. The mirror weirds you out, so you smash it. The open window is both a means of escape and saftey, but also a venue for attack and danger. Your choices there are [I]reactions[/I] to the atmosphere I established. Yes, you would have reactions to those objects without the atmosphere injection, but would those reactions be ones of [I]fear[/I]? Which is the guiding [I]theme[/I] of Curse of Strahd (and its predecessors). [/QUOTE]
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