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<blockquote data-quote="Niccodaemus" data-source="post: 5716737" data-attributes="member: 6683506"><p><strong>storytelling</strong></p><p></p><p>To me, it is all about storytelling. There are details required in a story to create atmosphere, and to foreshadow future events. If you don't want to give the real clues away without a little, you have to scatter enough random detail that the clue is hard to find.</p><p></p><p>I think a great example of this is how you keep time. Do you make the players play out every single day of their existence, or do you haze over long road trips or stays in villages or cities?. Lord of the Rings is a great example. While the hobbits are traveling with strider, every single day of their adventure is spelled out until they reach Rivendell. Once there, time is glossed over. However, while they were on the road, they were constantly pursued by Ringwraiths. In a time where there was no imminent danger, the accounting of time on the road might be much different (such as on their way back to the Shire).</p><p></p><p>If the architecture of a building is inherent to the adventure, as it would be for a theif, then it is important how sound the masonry of a structure is, and how well it is lit. If spell casting depends on a specific type of plant for a component, then the description of not only flora, but weather season, may be important.</p><p></p><p>The answer should always be... enough to give the players what they need and room to make choices... but not so much as to needlessly bog down playing time and tax attention spans.</p></blockquote><p></p>
[QUOTE="Niccodaemus, post: 5716737, member: 6683506"] [b]storytelling[/b] To me, it is all about storytelling. There are details required in a story to create atmosphere, and to foreshadow future events. If you don't want to give the real clues away without a little, you have to scatter enough random detail that the clue is hard to find. I think a great example of this is how you keep time. Do you make the players play out every single day of their existence, or do you haze over long road trips or stays in villages or cities?. Lord of the Rings is a great example. While the hobbits are traveling with strider, every single day of their adventure is spelled out until they reach Rivendell. Once there, time is glossed over. However, while they were on the road, they were constantly pursued by Ringwraiths. In a time where there was no imminent danger, the accounting of time on the road might be much different (such as on their way back to the Shire). If the architecture of a building is inherent to the adventure, as it would be for a theif, then it is important how sound the masonry of a structure is, and how well it is lit. If spell casting depends on a specific type of plant for a component, then the description of not only flora, but weather season, may be important. The answer should always be... enough to give the players what they need and room to make choices... but not so much as to needlessly bog down playing time and tax attention spans. [/QUOTE]
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