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To boxed text or not to boxed text
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<blockquote data-quote="Imaculata" data-source="post: 8162880" data-attributes="member: 6801286"><p>I despise boxed text. </p><p></p><p>-First of all, boxed text is primarily in English, and only a small percentage of D&D players runs their adventures in English. While most D&D players can be expected to be fluent in English, reading the boxed text aloud interupts the current language being used by the group.</p><p></p><p>-The phrasing of the boxed text will almost always be entirely different from how the DM himself describes things, creating a jarring contradiction. The DM may also be asked by his players what the boxed text means, when difficult words are used. What an adventure in my opinion should do, is give the DM all the information they need to describe a room in their own words.</p><p></p><p>-The boxed text often leaves out important information about a room, or includes details that are missing in the room description. This sort of sloppyness is all over dozens of D&D adventures, and is the main reason I don't like running published adventures.</p><p></p><p>-Boxed text often tries to relay a lot of information in a way that is difficult for the players to parse, especially if the boxed text is overly wordy and English is not the groups primary language. This prompts the DM to either have to reread the boxed text, or translate in his own words what the boxed text means. Which raises the question, why not just always let the DM do this himself?</p><p></p><p>-Boxed text breaks immersion. It calls attention to itself when read aloud in a manner that takes players out of the game.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8162880, member: 6801286"] I despise boxed text. -First of all, boxed text is primarily in English, and only a small percentage of D&D players runs their adventures in English. While most D&D players can be expected to be fluent in English, reading the boxed text aloud interupts the current language being used by the group. -The phrasing of the boxed text will almost always be entirely different from how the DM himself describes things, creating a jarring contradiction. The DM may also be asked by his players what the boxed text means, when difficult words are used. What an adventure in my opinion should do, is give the DM all the information they need to describe a room in their own words. -The boxed text often leaves out important information about a room, or includes details that are missing in the room description. This sort of sloppyness is all over dozens of D&D adventures, and is the main reason I don't like running published adventures. -Boxed text often tries to relay a lot of information in a way that is difficult for the players to parse, especially if the boxed text is overly wordy and English is not the groups primary language. This prompts the DM to either have to reread the boxed text, or translate in his own words what the boxed text means. Which raises the question, why not just always let the DM do this himself? -Boxed text breaks immersion. It calls attention to itself when read aloud in a manner that takes players out of the game. [/QUOTE]
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