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Too much prose in RPGs?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8473712"><p>For me it boils down to the purpose of the text. I view some supplements as stuff you read and absorb between session to help inspire and to make you more interested in running a session. A good example of this for me is the Van Richten books from Ravenloft in the 90s. Reading the accounts of different hunts Van Richten went on, different foes he faced, and the theories he held about them, that all helped flesh out the setting in my mind, gave me ideas for adventures, and also gave me a kind of monster hunt blue-print. The same can be the case with some setting material, but generally with setting stuff, I do like to be able to gain the info I am looking for during play. It is a fine line though because it can get too thin if it is overly brief. If it gets too long however, then you only have the option of reading and memorizing as much as you can between sessions (or greatly slowing down play to look up what you need). </p><p></p><p>My personal opinion is I think we are always better off when more approaches are on the table than less. So if some people want to make more verbose RPG books, I am all for it, if some want to make more concise RPG books, I am all for it. The periods in gaming that have been the most annoying to me as a GM is when one approach tends to dominate and you don't have alternatives.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8473712"] For me it boils down to the purpose of the text. I view some supplements as stuff you read and absorb between session to help inspire and to make you more interested in running a session. A good example of this for me is the Van Richten books from Ravenloft in the 90s. Reading the accounts of different hunts Van Richten went on, different foes he faced, and the theories he held about them, that all helped flesh out the setting in my mind, gave me ideas for adventures, and also gave me a kind of monster hunt blue-print. The same can be the case with some setting material, but generally with setting stuff, I do like to be able to gain the info I am looking for during play. It is a fine line though because it can get too thin if it is overly brief. If it gets too long however, then you only have the option of reading and memorizing as much as you can between sessions (or greatly slowing down play to look up what you need). My personal opinion is I think we are always better off when more approaches are on the table than less. So if some people want to make more verbose RPG books, I am all for it, if some want to make more concise RPG books, I am all for it. The periods in gaming that have been the most annoying to me as a GM is when one approach tends to dominate and you don't have alternatives. [/QUOTE]
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