This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Oration vs Brevity

Started by Omega, January 07, 2017, 11:30:59 PM

Previous topic - Next topic

Omega

Spun off from the other thread.

So some GMs are really eloquent with description or just at all. While others are very to the point. Or even rather minimalist. And some REALLY despise the oration style and others detest the spartan style.

Personally I tend to do some initial description that can get a bit verbose, and after that keep it fairly short unless something has changed. For example I'll go into detail about the style of the dungeon the players just entered. What the walls ceiling and floor are like, composition, decoration and so on. And thereafter keep it down to the bare basic "You enter another room the same style as the last three." and then embellish as needed. That way the players can pick out whats changed. Same with NPCs. Guards and other uniformed types especially. Get all the heavy details down at the start and then generalize thereafter and not any variations. "You see two more guards in the castles livery. The one at the front though has a large handlebar mustache and is wearing short blue cape." etc.

I used to be excessively brief with descriptions. Becoming a DM was part of my getting used to speaking more. Speech therapy only goes so far. And for some unknown reason people seem to enjoy my descriptions and demand more. So over time I get more descriptive and detailed. Put more effort into NPCs too. Eventually reaching what I feel is a good balance.

I have though had a few players who seem to have a near pathological hatred of any description more than "30ft long corridor." and "40 by 40ft room." And its not because they wanted details only if they ask for details. They didnt want details at all. Which led to one bemusing moment where one of these types cut in while I was describing a room.
Me the GM: You open the door and see a 30 by 50 room. Same stonework. In the east corner is a-"
Player cutting me off "I step into the room."
Me the GM: "Are you sure? I was just about to-"
Player cutting me off "Yes. I step into the room."
Me the GM: "You step into the room and promptly fall into the 40ft deep open pit thats right in front of the door. You are falling too fast to really note if the stonework is the same as before. But probably is."
Player alternating between red and pale: "What? But I-"
Me the GM cutting him off and rolling dice. Lots of. And they aint d6s. "You take 51 points of falling damage as you hit the hard cold stone floor at the bottom and are killed instantly."
Player sputtering since they had only 30hp.: "But you rolled 10d8? It should be-"
Me the GM cutting him off: "That was a typo. And situational. Please read the PHB entry on falling again while you roll up a new character."

(Thank you Gary and the AD&D PHB.)

I then explained, again, why waiting for the DM to finish is ya know kinda important sometimes. And why cutting off my allready rather short descriptions was being darn rude. Things went better after that. Ive had to play with as a player more of these than had to deal with as a GM.

As a player I like good detail of what my character is seeing and experiencing. Moreso since I was first session ever the group mapper. But try not to go overboard or go into flowing detail for every ten foot of hall we trudge down. Too much detail and the important parts can get lost in t he sensory overload. Unless that is intentional. One really beautiful moment where it worked was a DM doing a reeeeeeely looooooong descriiiiiption of our first entry into a convention hall. Tons of detail. And more detail. And hidden in there was the villain. Hiding in plain sight. Theyd chosen this spot for exactly that reason. Otherwise it can just turn into a morass of words.

So as a GM and/or a player what do you like? More detail or less detail? Why?
Or from another angle. What level of oration do you like? Not just details. Conversations, interactions, etc.

Christopher Brady

Didn't Grove try this one?  And went down in flames as everyone dogpiled onto him?  What makes it flame proof this time?
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

rgrove0172

Cringing in the corner, mute.

Omega

Quote from: Christopher Brady;939369Didn't Grove try this one?  And went down in flames as everyone dogpiled onto him?  What makes it flame proof this time?

Because theres more to it than just knee-jerk reactions to real or imagined "my way is better than your way." This is "Heres what I like and how I got there. What do you like?"

Really. What do you like as a player. Or if you GM any. What do your players like to hear from you? Inarticulate grunting? A few sentences at best? A paragraph? War and Peace?

crkrueger

For my players, it's relative to the context, but generally, in order of importance...
1. Tactical - Immediately useful information you need Now.
2. Informational - Good to know, may not be immediately useful.
3. Atmospheric - May be immediately useful, useful later, or just to help immersion.

Basically I determine what the minimum they need to know is, then shoot slightly higher, so you don't have the "GM mentioned the flowerpot, we have to spend time on it problem."

Descriptions of NPCs are a little more detailed, city descriptions have more extraneous information in general since there seems to be more going on.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Christopher Brady

Quote from: Omega;939375Because theres more to it than just knee-jerk reactions to real or imagined "my way is better than your way." This is "Heres what I like and how I got there. What do you like?"

Really. What do you like as a player. Or if you GM any. What do your players like to hear from you? Inarticulate grunting? A few sentences at best? A paragraph? War and Peace?

I try to relay the necessary amount of information as possible.  However, that said, when I run investigative adventures, which I've done with my Super's game (it's a group of vigilantes), I give 'too much' and bury clues into said exposition.

But even then, I try to be concise, and clear, because that's how you relay information without any sort of confusion.  And even then, it happens.

Thing is, there's no set amount, sometimes it takes a page of exposition, other times, a sentence or just a word.  Usually, somewhere in between.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

nDervish

I tend to be direct in my descriptions, with a natural bent towards being overly minimalist.  So, to counter that, I make a point of trying to include some random, irrelevant crap in most locations and work that into the description to keep it from being an unbroken string of " with .  What do you do?"

Omega

Quote from: Christopher Brady;939389Thing is, there's no set amount, sometimes it takes a page of exposition, other times, a sentence or just a word.  Usually, somewhere in between.

Thats how it often is for me too. Use whats needed when needed. And yeah, investigative games tend to be data intensive.

soltakss

Where I need to, I am flowery, where I don't I am terse.

"You enter an empty cave, there is a stream flowing through it and no other ways out" is enough for me, "You enter an empty cave, grey and green stalagmites and stalactites grow as if alive, clinging to the floor and roof. A fast stream flows through it, east to west, rushing as if hurrying to go somewhere. The rock is green-brown and you cannot see any ways out"  is more flowery, but might cause the PCs to spin around as they search the stalagmites and stalactites, test the water and look for hidden ways out.
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

http://www.soltakss.com/index.html
Merrie England (Medieval RPG): http://merrieengland.soltakss.com/index.html
Alternate Earth: http://alternateearthrq.soltakss.com/index.html

Shawn Driscoll

Quote from: Omega;939367So as a GM and/or a player what do you like? More detail or less detail? Why?
Or from another angle. What level of oration do you like? Not just details. Conversations, interactions, etc.
I prefer narration that does not slow down time, or stop time, when describing something. There's always action that has to keep moving along. Everything players describe helps fill in the gaps of a scene as well, as long as it's done in real-time.

Black Vulmea

Quote from: Omega;939367. . . I'll go into detail about the style of the dungeon the players just entered. What the walls ceiling and floor are like, composition, decoration and so on. And thereafter keep it down to the bare basic "You enter another room the same style as the last three." and then embellish as needed. That way the players can pick out whats changed. Same with NPCs. Guards and other uniformed types especially. Get all the heavy details down at the start and then generalize thereafter and not[e] any variations. "You see two more guards in the castles livery. The one at the front though has a large handlebar mustache and is wearing short blue cape." etc.
This describes the referees in about 90% of the campaigns in which I've played over the years.

Quote from: Omega;939367What level of oration do you like?
No flowers, by request.

Look, this isn't bloody rocket surgery. Give a baseline description, then describe things which deviate from the baseline. Trust the players' imaginations enough that 'a warm spring day' or 'a cheap saloon' doesn't require a gawdamn wall-of-[box]-text. Be prepared should the players inquire more deeply about something or someone.

And for the love of Baby Jesus, remember you're sitting around a table playing a game with friends, not writing a fucking novel in real-time.

Quote from: Christopher Brady;939369What makes it flame proof this time?
Maybe not trying to go meta in the second post of the thread would help.
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

Really Bad Eggs - swashbuckling roleplaying games blog  | Promise City - Boot Hill campaign blog

ACS

cranebump

I prefer to have all my description delivered to me via a scrolling marquee.:-)

(this subject AGAIN?)

Actual answer: only what's necessary for the scene, please. I've been around. I don't need flowers.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Ashakyre

Brevity is pretty much the most important thing when you're communicating with people (well, most people, generally, I mean you don't want to generalize too much but if you don't generalize at all it's pretty hard to make a decision, or "discover" or "understand" a situation, concept, or dynamic) because (assuming causality exists, but that's a completely different discussion and something I should avoid going into at length, but if someone wants to discuss it sometime I'd love to hear what they have to say; it would be interesting) your players need (against a prejudiced word, but work with me here) to know what to actually/fundamentally/basically focus on, or if you don't feel that "focus" is the right word, then "direct your attention towards" - or whatever... because at the end of the day (or gaming session, or, whatever) there's a point where less is more - how mystical! - and your actually tossing thoughts into people's brains and they're got to process all that stuff and make sense of it and try to understand, visualize, and internalize it, and if they stumble... well, you're giving them more stuff to stumble on.

Dig?

Anon Adderlan

Perhaps this discussion has already been had, but I also believe it hasn't been had enough.

Quote from: Omega;939367So as a GM and/or a player what do you like? More detail or less detail? Why?

Useful details rather than meaningless ones.

More or less is a nonsensical metric, as is crunchy and light, but that's an argument for another day. Like all mediums, tabletop RPGs are defined by their limits, and one of those is how much information can be conveyed through speech at one time. This bandwidth is limited, so you should avoid redundant or inapplicable details, which you can't do without first understanding a player's existing assumptions and expectations. Finally, detail = attention, and giving something more detail will draw more attention to it.

So what are some useful techniques based on those conclusions? Start with what doesn't match player assumptions and expectations.

Quote from: Omega;939367Or from another angle. What level of oration do you like? Not just details. Conversations, interactions, etc.

Dialog (verbal or otherwise) is fundamental to my roleplaying experience, yet often treated as an unnecessary detail, sometimes aggressively so.


Quote from: Omega;939367I have though had a few players who seem to have a near pathological hatred of any description more than "30ft long corridor." and "40 by 40ft room." And its not because they wanted details only if they ask for details. They didnt want details at all. Which led to one bemusing moment where one of these types cut in while I was describing a room.
Me the GM: You open the door and see a 30 by 50 room. Same stonework. In the east corner is a-"
Player cutting me off "I step into the room."
Me the GM: "Are you sure? I was just about to-"
Player cutting me off "Yes. I step into the room."
Me the GM: "You step into the room and promptly fall into the 40ft deep open pit thats right in front of the door. You are falling too fast to really note if the stonework is the same as before. But probably is."
Player alternating between red and pale: "What? But I-"
Me the GM cutting him off and rolling dice. Lots of. And they aint d6s. "You take 51 points of falling damage as you hit the hard cold stone floor at the bottom and are killed instantly."
Player sputtering since they had only 30hp.: "But you rolled 10d8? It should be-"
Me the GM cutting him off: "That was a typo. And situational. Please read the PHB entry on falling again while you roll up a new character."

(Thank you Gary and the AD&D PHB.)

I then explained, again, why waiting for the DM to finish is ya know kinda important sometimes. And why cutting off my allready rather short descriptions was being darn rude. Things went better after that.

So you punished a player for skipping the quicktime cut-scenes.

You do realize that as the GM he can't actually stop you from finishing your description. Right?

Quote from: soltakss;939438Where I need to, I am flowery, where I don't I am terse.

"You enter an empty cave, there is a stream flowing through it and no other ways out" is enough for me, "You enter an empty cave, grey and green stalagmites and stalactites grow as if alive, clinging to the floor and roof. A fast stream flows through it, east to west, rushing as if hurrying to go somewhere. The rock is green-brown and you cannot see any ways out"  is more flowery, but might cause the PCs to spin around as they search the stalagmites and stalactites, test the water and look for hidden ways out.

And this is a perfect example of guiding player attention and behavior through detail.

The GM has a lot of power to determine player actions through description like this. So much so that I'm really surprised at how unevaluated it is.

#DescriptionMatters

Xavier Onassiss

Quote from: Black Vulmea;939446Look, this isn't bloody rocket surgery. Give a baseline description, then describe things which deviate from the baseline. Trust the players' imaginations enough that 'a warm spring day' or 'a cheap saloon' doesn't require a gawdamn wall-of-[box]-text. Be prepared should the players inquire more deeply about something or someone.

Exactly this, nothing more or less.

And FFS, if there's something obvious that you want them to notice, don't waste everyone's time waiting for them to make "perception rolls." Just tell them about the damned thing and get on with it.