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General Tabletop Discussion
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Too much prose in RPGs?
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<blockquote data-quote="MNblockhead" data-source="post: 8500750" data-attributes="member: 6796661"><p>That I like prose should come to no surprise to anyone who has read many of my posts in the forum--I have problems being concise, especially when I don't have time to edit. But I agree that running an adventure from a novel is not very convenient.</p><p></p><p>I wonder how the rise of VTTs will change this. I love many of the Frog God Games adventures, but man they are TOMES. They love to give pages of chronologies, back stories, essays on the history of the adventure, long side bars on a god or NPC, and on and on. Even moreso with the Goodman Games "Reincarnated" series of 5e updates to classic adventures--which are more coffee-table books than convenient at-the-table game aids. Yet, I love reading this stuff. I have long periods between sessions (I run an 8-hour session once per month) and reading the adventures is part of my enjoyment as a DM. These books, howeverm are hard to use at the table--partly because they take up sooo much of the table's space. </p><p></p><p>For FGG, however, when prepping adventures I'm mostly working from the PDFs and setting up maps etc in a VTT. If you think that having lots of prose is annoying in printed material it even less helpful in a VTT. At least most adventures prepped for VTTs make it easy to push the prose out of the way. </p><p></p><p>What I would love to have is that whenever I buy an adventure book, it provides a code for VTT assets and/or a just-what-you need PDF (that you can print and put into a binder if you prefer analog). That would be the best of both worlds.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8500750, member: 6796661"] That I like prose should come to no surprise to anyone who has read many of my posts in the forum--I have problems being concise, especially when I don't have time to edit. But I agree that running an adventure from a novel is not very convenient. I wonder how the rise of VTTs will change this. I love many of the Frog God Games adventures, but man they are TOMES. They love to give pages of chronologies, back stories, essays on the history of the adventure, long side bars on a god or NPC, and on and on. Even moreso with the Goodman Games "Reincarnated" series of 5e updates to classic adventures--which are more coffee-table books than convenient at-the-table game aids. Yet, I love reading this stuff. I have long periods between sessions (I run an 8-hour session once per month) and reading the adventures is part of my enjoyment as a DM. These books, howeverm are hard to use at the table--partly because they take up sooo much of the table's space. For FGG, however, when prepping adventures I'm mostly working from the PDFs and setting up maps etc in a VTT. If you think that having lots of prose is annoying in printed material it even less helpful in a VTT. At least most adventures prepped for VTTs make it easy to push the prose out of the way. What I would love to have is that whenever I buy an adventure book, it provides a code for VTT assets and/or a just-what-you need PDF (that you can print and put into a binder if you prefer analog). That would be the best of both worlds. [/QUOTE]
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