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Oration vs Brevity

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

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Nexus

Quote from: rgrove0172;939373Cringing in the corner, mute.

Been pretty calm so far.
Remember when Illinois Nazis where a joke in the Blue Brothers movie?

Democracy, meh? (538)

 "The salient fact of American politics is that there are fifty to seventy million voters each of whom will volunteer to live, with his family, in a cardboard box under an overpass, and cook sparrows on an old curtain rod, if someone would only guarantee that the black, gay, Hispanic, liberal, whatever, in the next box over doesn't even have a curtain rod, or a sparrow to put on it."

tenbones

Quote from: Christopher Brady;939389I 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.

I generally do this but meter it based on the skills/attributes of the PC's in question. What one PC might see or notice with/without a die-roll is not necessarily the same as the other PC's. So tend to give the brief description to the lowest common denominator of the PC's there and tell those with better skills/rolls whatever extra details based on the situation as necessary.

AsenRG

Quote from: Anon Adderlan;939624More importantly, it sounds like he doesn't respect you, and I'm always wary of addressing that issue through in-game means.
In a word, no:).
I don't need in-game means to address someone not respecting me, I can just show him the door. If I ever "cut to rolling damage", it would be because I couldn't be bothered to stop the game and interact with the player, instead of just allowing the character to suffer the effects of the boneheaded decision without any need for interrupting the game;).
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"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren