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To boxed text or not to boxed text
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<blockquote data-quote="Asisreo" data-source="post: 8165737" data-attributes="member: 7019027"><p>Players can get frustrated when they don't know what they can interact with. Good boxed text immediately describes the scene and briefly mentions obvious interactables. </p><p></p><p>Boxed text in adventures can be presumptuous but good boxed text only shows a perspective which can be guaranteed based on the activation of the boxed text itself. For example, if a boxed text read: </p><p></p><p>"As you open the door, they see an abyss of pure black darkness envelop your field of view." </p><p></p><p>It makes the assumption that the players enter the room by opening the door and that the players can only see black when they enter. This is, imo, a poorly implemented boxed text. A well-implemented one would go as follows: </p><p></p><p>If the players open the door, read the following: </p><p>"You see an abyss of pure black darkness envelop your field of view." </p><p>If the player opening the door can see through darkness, instead read: </p><p>"You see an abandoned labratory with scientific equipment beyond repair sprawled onto the ground. A key is left on top of a folded paper on a desk, isolated." </p><p>Then it goes on to describe the room in the description text. </p><p></p><p>This accomplishes 2 things. If the player doesn't open the door, the boxed text isn't relevant. Its making no assumptions because it only uses the action which is guaranteed to have happened based off of its own activation. </p><p></p><p>It also makes sure a player that can see through the darkness gets an accurate description without being left with darkness they should be able to see. It doesn't assume any special vision, though, because not only could it not be darkvision, it could also be a light source. Even magical darkness can be dispelled so its important that the DM can still give a boxed response. </p><p></p><p>My main issue usually comes when boxed text takes too long or tell your players what their characters do or feel. </p><p></p><p>"You tremble in your boots as the dragon imposes himself, you are terrified." Is horrible boxed text. Not only is it telling your players how their characters feel and do, but its assuming they're wearing boots!</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8165737, member: 7019027"] Players can get frustrated when they don't know what they can interact with. Good boxed text immediately describes the scene and briefly mentions obvious interactables. Boxed text in adventures can be presumptuous but good boxed text only shows a perspective which can be guaranteed based on the activation of the boxed text itself. For example, if a boxed text read: "As you open the door, they see an abyss of pure black darkness envelop your field of view." It makes the assumption that the players enter the room by opening the door and that the players can only see black when they enter. This is, imo, a poorly implemented boxed text. A well-implemented one would go as follows: If the players open the door, read the following: "You see an abyss of pure black darkness envelop your field of view." If the player opening the door can see through darkness, instead read: "You see an abandoned labratory with scientific equipment beyond repair sprawled onto the ground. A key is left on top of a folded paper on a desk, isolated." Then it goes on to describe the room in the description text. This accomplishes 2 things. If the player doesn't open the door, the boxed text isn't relevant. Its making no assumptions because it only uses the action which is guaranteed to have happened based off of its own activation. It also makes sure a player that can see through the darkness gets an accurate description without being left with darkness they should be able to see. It doesn't assume any special vision, though, because not only could it not be darkvision, it could also be a light source. Even magical darkness can be dispelled so its important that the DM can still give a boxed response. My main issue usually comes when boxed text takes too long or tell your players what their characters do or feel. "You tremble in your boots as the dragon imposes himself, you are terrified." Is horrible boxed text. Not only is it telling your players how their characters feel and do, but its assuming they're wearing boots! [/QUOTE]
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