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	<title>Comments on: The Devil In The Details</title>
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		<title>By: xero</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7937</link>
		<dc:creator>xero</dc:creator>
		<pubDate>Thu, 29 Oct 2009 01:07:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7937</guid>
		<description>&lt;a href=&#039;#comment-7936&#039; rel=&quot;nofollow&quot;&gt;@John Arcadian&lt;/a&gt; - See, I like to make up my own descriptions. With the 4E campaign I&#039;m about to DM, I&#039;m making up item cards for all the magic items I&#039;m handing out, with a brief history, physical description, and trigger word. The description will be based on the item&#039;s properties and the characteristics of the item&#039;s creator or most famous user. Of course, that opens up the possibility for the players to reskin an item once they&#039;ve carried it for a while, but that&#039;s a whole &#039;nother kettle of fish.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7937&#039;,&#039;xero&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7936' rel="nofollow">@John Arcadian</a> &#8211; See, I like to make up my own descriptions. With the 4E campaign I&#8217;m about to DM, I&#8217;m making up item cards for all the magic items I&#8217;m handing out, with a brief history, physical description, and trigger word. The description will be based on the item&#8217;s properties and the characteristics of the item&#8217;s creator or most famous user. Of course, that opens up the possibility for the players to reskin an item once they&#8217;ve carried it for a while, but that&#8217;s a whole &#8216;nother kettle of fish.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7936</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Thu, 29 Oct 2009 00:31:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7936</guid>
		<description>Hey Guys. Apologies for the very very late response to any comments here. I&#039;ve been struck down with G1N1-M, Gnome Flu. It is the Swine Flu that Gnomes get. 

I&#039;ve only got the energy to respond to one thing, so I&#039;ll make that the weapons thing. In retrospect, the weapons thing isn&#039;t actually all that annoying of a detail, but it can be if used incorrectly. 

Hypothetical situation: You fight goblins and take their items. They have some fun magical items. They will, of course, most likely be goblin themed. They will be birds skulls or crude swords, etc. I can&#039;t see my bard or paladin character strapping on a goblin sword, even though it is better.  That is where my mind went with the aesthetic example.  It is, however, a valid reason for why the weapons look the way they look. I have many memories of pouring through the 2nd ed. D&amp;D books and reading these descriptions of the type of wood in a wand, or placement of gems, etc. that had nothing to do with the actual item. The wand of magic missle (a very generic item) always seemed to be described the same way, verbatim from the book, by every DM I ever played under. The details provided didn&#039;t seem to be something that any of them could overcome and describe differently. This isn&#039;t really a fault of the details themselves, but the people who couldn&#039;t get past them. 

So my beef is really this: Details given on generic items &lt;b&gt;&lt;i&gt;can&lt;/b&gt;&lt;/i&gt; provide a barrier to building that description into something more interesting, appropriate, and immersive to the group.

And that is about all I have energy for. Back into bed.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7936&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hey Guys. Apologies for the very very late response to any comments here. I&#8217;ve been struck down with G1N1-M, Gnome Flu. It is the Swine Flu that Gnomes get. </p>
<p>I&#8217;ve only got the energy to respond to one thing, so I&#8217;ll make that the weapons thing. In retrospect, the weapons thing isn&#8217;t actually all that annoying of a detail, but it can be if used incorrectly. </p>
<p>Hypothetical situation: You fight goblins and take their items. They have some fun magical items. They will, of course, most likely be goblin themed. They will be birds skulls or crude swords, etc. I can&#8217;t see my bard or paladin character strapping on a goblin sword, even though it is better.  That is where my mind went with the aesthetic example.  It is, however, a valid reason for why the weapons look the way they look. I have many memories of pouring through the 2nd ed. D&amp;D books and reading these descriptions of the type of wood in a wand, or placement of gems, etc. that had nothing to do with the actual item. The wand of magic missle (a very generic item) always seemed to be described the same way, verbatim from the book, by every DM I ever played under. The details provided didn&#8217;t seem to be something that any of them could overcome and describe differently. This isn&#8217;t really a fault of the details themselves, but the people who couldn&#8217;t get past them. </p>
<p>So my beef is really this: Details given on generic items <b><i>can</i></b> provide a barrier to building that description into something more interesting, appropriate, and immersive to the group.</p>
<p>And that is about all I have energy for. Back into bed.
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		<title>By: sinewav</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7922</link>
		<dc:creator>sinewav</dc:creator>
		<pubDate>Wed, 28 Oct 2009 05:52:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7922</guid>
		<description>I&#039;m so glad to see that I&#039;m not the only one who feels this way about Old WoD. The clans and clan stereotypes are fun to play with the first few times, but they get old quick, especially when they are rigidly enforced like most GMs I&#039;ve played with have done. It&#039;s almost as if the character has already been made for you... Premade characters are okay if you wanna jump right into things, but it kinda sucks when there&#039;s only 13 of them (and with the way clans get along, you&#039;re even more limited based on what the rest of the part chooses.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7922&#039;,&#039;sinewav&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m so glad to see that I&#8217;m not the only one who feels this way about Old WoD. The clans and clan stereotypes are fun to play with the first few times, but they get old quick, especially when they are rigidly enforced like most GMs I&#8217;ve played with have done. It&#8217;s almost as if the character has already been made for you&#8230; Premade characters are okay if you wanna jump right into things, but it kinda sucks when there&#8217;s only 13 of them (and with the way clans get along, you&#8217;re even more limited based on what the rest of the part chooses.)
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		<title>By: Matthew J. Neagley</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7920</link>
		<dc:creator>Matthew J. Neagley</dc:creator>
		<pubDate>Wed, 28 Oct 2009 03:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7920</guid>
		<description>My thought on faction attitude issues is that much like the real world, people are brought into groups for multitudes of different reasons. I&#039;ve worked next to incredibly nice but incompetant people and viciously competant people that I got into shouting matches with every day. I&#039;ve seen people who are allowed into organizations for skillsets that are desperately needed, despite lacking otherwise essential skillsets and having the personality of a doorknob. I&#039;ve seen people get preferential treatment despite historically poor performance because of seniority, and people get hired because of previous relationships.
Yes, a lot of organizations have &quot;hiring policies&quot; but most of them throw them out in a moment if doing so produces a tangible benefit, and RPG organizations are no different.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7920&#039;,&#039;Matthew J. Neagley&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My thought on faction attitude issues is that much like the real world, people are brought into groups for multitudes of different reasons. I&#8217;ve worked next to incredibly nice but incompetant people and viciously competant people that I got into shouting matches with every day. I&#8217;ve seen people who are allowed into organizations for skillsets that are desperately needed, despite lacking otherwise essential skillsets and having the personality of a doorknob. I&#8217;ve seen people get preferential treatment despite historically poor performance because of seniority, and people get hired because of previous relationships.<br />
Yes, a lot of organizations have &#8220;hiring policies&#8221; but most of them throw them out in a moment if doing so produces a tangible benefit, and RPG organizations are no different.
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		<title>By: Jeff Carlsen</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7918</link>
		<dc:creator>Jeff Carlsen</dc:creator>
		<pubDate>Wed, 28 Oct 2009 00:11:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7918</guid>
		<description>Funny how your most hated are my most loved details.  Maybe I&#039;m more of the Actor player type, but I want to be part of a faction, or religion, or culture with a standard baseline of character beliefs, attitudes, motivations, and the like.  This is, of course, assuming that I build my character to this standard in the first place.  I don&#039;t want these attitudes imposed on my character after generation.

In my mind, one of the things that defines a character isn&#039;t just the culture he is a part of, but what parts of that culture he embraces or rejects.  As such, I feel like there is more room to build a character when some baseline is given.

Whereas, specific location details are boring to me.  It is a place.  There are things there.  It doesn&#039;t matter unless it is important to a character&#039;s attitudes or motivations, or it adds a sense of tone to a scene.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7918&#039;,&#039;Jeff Carlsen&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Funny how your most hated are my most loved details.  Maybe I&#8217;m more of the Actor player type, but I want to be part of a faction, or religion, or culture with a standard baseline of character beliefs, attitudes, motivations, and the like.  This is, of course, assuming that I build my character to this standard in the first place.  I don&#8217;t want these attitudes imposed on my character after generation.</p>
<p>In my mind, one of the things that defines a character isn&#8217;t just the culture he is a part of, but what parts of that culture he embraces or rejects.  As such, I feel like there is more room to build a character when some baseline is given.</p>
<p>Whereas, specific location details are boring to me.  It is a place.  There are things there.  It doesn&#8217;t matter unless it is important to a character&#8217;s attitudes or motivations, or it adds a sense of tone to a scene.
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		<title>By: xero</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7916</link>
		<dc:creator>xero</dc:creator>
		<pubDate>Tue, 27 Oct 2009 21:13:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7916</guid>
		<description>To that end, I try to throw brief descriptions in with my magic items wherever possible and practical. That +3 leather suit of sneaking is going to be dark purple, and that +1 cloak of charming is going to be shiny and bright.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7916&#039;,&#039;xero&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>To that end, I try to throw brief descriptions in with my magic items wherever possible and practical. That +3 leather suit of sneaking is going to be dark purple, and that +1 cloak of charming is going to be shiny and bright.
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		<title>By: xero</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7915</link>
		<dc:creator>xero</dc:creator>
		<pubDate>Tue, 27 Oct 2009 21:11:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7915</guid>
		<description>I like that describing a pair of magical boots as orange suddenly makes PC appearance an issue. I love that throwing color, shape, pattern, and texture into the mix suddenly brings more factors into item selection than just &quot;which item has the bigger plus&quot;. I try to encourage these kinds of player choices and considerations, and I would happily reward a player who took such things into account when making his selections, for better or for ill. It&#039;s a form of role playing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7915&#039;,&#039;xero&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like that describing a pair of magical boots as orange suddenly makes PC appearance an issue. I love that throwing color, shape, pattern, and texture into the mix suddenly brings more factors into item selection than just &#8220;which item has the bigger plus&#8221;. I try to encourage these kinds of player choices and considerations, and I would happily reward a player who took such things into account when making his selections, for better or for ill. It&#8217;s a form of role playing.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7914</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Tue, 27 Oct 2009 20:56:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7914</guid>
		<description>I find more than 3 key details to be annoying. I would much rather have a barebones framework, a few important details, and then interpret the work as I see fit to apply it to my game world. The problem is that my preference doesn&#039;t work when it comes to things like RPGA events, WoD LARPs, or any number of activities where large groups agreeing on exact details matter. 

This one of the paradoxes of our hobby IMO. We say &quot;Do whatever you want! Imagine it as you see fit!&quot; and then we gather into groups the tone changes to &quot;Whoa! We&#039;re going to have to agree on some details here!&quot;

This is not really a bad thing, but somethignt aht GMs should be aware of. If you are running Forgotten Realms keep the details and stay up to date on what is added to the world. If you prefer a looser setting than encourage your players to come up with their own details that matter to their characters. There is a potential to abuse that sort of world building (i.e. - &quot;My character&#039;s class comes with a ton of treasure because of these details...&quot;), but a GM can always trump those sorts of things (&quot;And all of that treasure goes into maintaining the elaborate guild that you described, so your character can&#039;t spend it.&quot;). :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7914&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I find more than 3 key details to be annoying. I would much rather have a barebones framework, a few important details, and then interpret the work as I see fit to apply it to my game world. The problem is that my preference doesn&#8217;t work when it comes to things like RPGA events, WoD LARPs, or any number of activities where large groups agreeing on exact details matter. </p>
<p>This one of the paradoxes of our hobby IMO. We say &#8220;Do whatever you want! Imagine it as you see fit!&#8221; and then we gather into groups the tone changes to &#8220;Whoa! We&#8217;re going to have to agree on some details here!&#8221;</p>
<p>This is not really a bad thing, but somethignt aht GMs should be aware of. If you are running Forgotten Realms keep the details and stay up to date on what is added to the world. If you prefer a looser setting than encourage your players to come up with their own details that matter to their characters. There is a potential to abuse that sort of world building (i.e. &#8211; &#8220;My character&#8217;s class comes with a ton of treasure because of these details&#8230;&#8221;), but a GM can always trump those sorts of things (&#8220;And all of that treasure goes into maintaining the elaborate guild that you described, so your character can&#8217;t spend it.&#8221;). <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: HVL</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7913</link>
		<dc:creator>HVL</dc:creator>
		<pubDate>Tue, 27 Oct 2009 20:40:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7913</guid>
		<description>I&#039;m a details freak, I like to take them in, so many that I can really feel the world, live with it in my head awhile so that when someone asks a question, what I have is backed up by hard (if made up) fact.
With the vampire thing, I always loved the attitudes thing. I think I used them as a Dm&#039;s guide to how each faction would react to PCs, generally. Half of my players generally played agianst faction on a regular basis. We even had a giovanni working for the sabbat at one point. The rest of his clan didn&#039;t trust him, but it was cool nontheless. 
One thing I really loathe is when details are really half-details. Ina game like OWOD or Rifts this means when they&#039;re really specific but then transfer the final GM detail into another book. In NWOD, it&#039;s the fact they can&#039;t seem to make up their minds weather there&#039;s a setting or not and that it&#039;s vague detials at best.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7913&#039;,&#039;HVL&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m a details freak, I like to take them in, so many that I can really feel the world, live with it in my head awhile so that when someone asks a question, what I have is backed up by hard (if made up) fact.<br />
With the vampire thing, I always loved the attitudes thing. I think I used them as a Dm&#8217;s guide to how each faction would react to PCs, generally. Half of my players generally played agianst faction on a regular basis. We even had a giovanni working for the sabbat at one point. The rest of his clan didn&#8217;t trust him, but it was cool nontheless.<br />
One thing I really loathe is when details are really half-details. Ina game like OWOD or Rifts this means when they&#8217;re really specific but then transfer the final GM detail into another book. In NWOD, it&#8217;s the fact they can&#8217;t seem to make up their minds weather there&#8217;s a setting or not and that it&#8217;s vague detials at best.
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		<title>By: Rechan</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7912</link>
		<dc:creator>Rechan</dc:creator>
		<pubDate>Tue, 27 Oct 2009 18:47:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7912</guid>
		<description>I pretty much ignore any fluff text I don&#039;t like. And if the DM is so insistent that &#039;that&#039;s what the book says you act like&#039;, then that&#039;s not hte DM for me. 

I like details about religions. A blurb is not good enough. I like to know rituals and ceremonies and tenents and factions/sects within the religion. Because that is stuff that I don&#039;t want to fool with. It also provides flesh, and gives a much better idea of the religion. Even if I don&#039;t like the stuff it presents, I can use it for another God.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7912&#039;,&#039;Rechan&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I pretty much ignore any fluff text I don&#8217;t like. And if the DM is so insistent that &#8216;that&#8217;s what the book says you act like&#8217;, then that&#8217;s not hte DM for me. </p>
<p>I like details about religions. A blurb is not good enough. I like to know rituals and ceremonies and tenents and factions/sects within the religion. Because that is stuff that I don&#8217;t want to fool with. It also provides flesh, and gives a much better idea of the religion. Even if I don&#8217;t like the stuff it presents, I can use it for another God.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7909</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Tue, 27 Oct 2009 18:10:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7909</guid>
		<description>Nice article. Your Weapon Preference dislike lost me.

Your character doesn&#039;t just want a (+2) sword. But he doesn&#039;t want a description of the sword. So how can he know if he likes it or not?

Are you saying you want the GM to know your sword vanity preferences, and never offer you a sword that doesn&#039;t fit with your color scheme?

Or are you saying you actually want a +2 sword with no description, and for the GM to bless whatever description you come up with? If so, I think any good GM would let you change the cosmetic description of any item as long its about the same size, shape, and craftsmanship. 

GM: &quot;When you search what remains of the body, you see the dark black fusion rifle he fried your cleric with. It&#039;s still cooling down.&quot;

Player: &quot;I shine a bright light on it, secretly hoping it&#039;s really red, to go with my armor.&quot;

GM: &quot;Huh?&quot; Blinks a few times. &quot;Oh, yes, once the light shines on it you can see it&#039;s a red fusion rifle that is covered with black dust. It&#039;s a perfect match to your armor.&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7909&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Nice article. Your Weapon Preference dislike lost me.</p>
<p>Your character doesn&#8217;t just want a (+2) sword. But he doesn&#8217;t want a description of the sword. So how can he know if he likes it or not?</p>
<p>Are you saying you want the GM to know your sword vanity preferences, and never offer you a sword that doesn&#8217;t fit with your color scheme?</p>
<p>Or are you saying you actually want a +2 sword with no description, and for the GM to bless whatever description you come up with? If so, I think any good GM would let you change the cosmetic description of any item as long its about the same size, shape, and craftsmanship. </p>
<p>GM: &#8220;When you search what remains of the body, you see the dark black fusion rifle he fried your cleric with. It&#8217;s still cooling down.&#8221;</p>
<p>Player: &#8220;I shine a bright light on it, secretly hoping it&#8217;s really red, to go with my armor.&#8221;</p>
<p>GM: &#8220;Huh?&#8221; Blinks a few times. &#8220;Oh, yes, once the light shines on it you can see it&#8217;s a red fusion rifle that is covered with black dust. It&#8217;s a perfect match to your armor.&#8221;
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7905</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Tue, 27 Oct 2009 15:58:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7905</guid>
		<description>&lt;a href=&#039;#comment-7902&#039; rel=&quot;nofollow&quot;&gt;@LordVreeg&lt;/a&gt; - I fail to see how describing mundane details is idiotic, personally it&#039;s something I fail at as a DM even giving a good enough descriptions of rooms.

However I do like a bit of extra descriptions to things like weapons gives me a feel of what this weapon was going for.  If I don&#039;t like where it was going I ignore the description and make it my own.

Maps however are awesome and I wish there were more pictures and maps for settings it&#039;s helpful in getting an idea of what the world looks like an sparks my imagination in new ways.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7905&#039;,&#039;Tyson J. Hayes&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7902' rel="nofollow">@LordVreeg</a> &#8211; I fail to see how describing mundane details is idiotic, personally it&#8217;s something I fail at as a DM even giving a good enough descriptions of rooms.</p>
<p>However I do like a bit of extra descriptions to things like weapons gives me a feel of what this weapon was going for.  If I don&#8217;t like where it was going I ignore the description and make it my own.</p>
<p>Maps however are awesome and I wish there were more pictures and maps for settings it&#8217;s helpful in getting an idea of what the world looks like an sparks my imagination in new ways.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7904</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 27 Oct 2009 15:52:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7904</guid>
		<description>I like having most of the details, even the ones you loathe, written down. My actual preference aligns with yours-- maps and other inspiring bits to free associate from-- but I don&#039;t mind skimming and tossing details overboard when they don&#039;t work. (I am similar in reading; I enjoy Zelazny&#039;s Amber novels, but don&#039;t think I&#039;ve ever made it through a two page description of shadow shifting without shifting to skimming in the middle. Yes evocative... but I&#039;d rather skip to the plot.)

A big reason why I don&#039;t mind the extra detail is that even if I don&#039;t accept what&#039;s written, the act of tossing something overboard required that I think about and reject it. Do you know how many +1 swords I&#039;ve handed out without description due to the lack of a prompt?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7904&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like having most of the details, even the ones you loathe, written down. My actual preference aligns with yours&#8211; maps and other inspiring bits to free associate from&#8211; but I don&#8217;t mind skimming and tossing details overboard when they don&#8217;t work. (I am similar in reading; I enjoy Zelazny&#8217;s Amber novels, but don&#8217;t think I&#8217;ve ever made it through a two page description of shadow shifting without shifting to skimming in the middle. Yes evocative&#8230; but I&#8217;d rather skip to the plot.)</p>
<p>A big reason why I don&#8217;t mind the extra detail is that even if I don&#8217;t accept what&#8217;s written, the act of tossing something overboard required that I think about and reject it. Do you know how many +1 swords I&#8217;ve handed out without description due to the lack of a prompt?
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7903</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Tue, 27 Oct 2009 14:35:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7903</guid>
		<description>A good description is &lt;i&gt;evocative&lt;/i&gt;; it draws the details out of the players&#039; imaginations.  

I like maps and pictures, especially of critters.  I like that every dragon in D&amp;D looks different.  I like that the minis look like the pictures.  I like pictures of gadgets.

I don&#039;t like campaigns where every last detail is laid out (looking at you, Forgotten Realms).  I want a lot of grey area in my campaign, where I can either make it up, of ask the players to chip in.

And saying that &quot;you can change this&quot; is a cop-out.  I really don&#039;t want to rewrite the details of an established book, especially when they may be referenced in another book, or used by one of my players.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7903&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>A good description is <i>evocative</i>; it draws the details out of the players&#8217; imaginations.  </p>
<p>I like maps and pictures, especially of critters.  I like that every dragon in D&amp;D looks different.  I like that the minis look like the pictures.  I like pictures of gadgets.</p>
<p>I don&#8217;t like campaigns where every last detail is laid out (looking at you, Forgotten Realms).  I want a lot of grey area in my campaign, where I can either make it up, of ask the players to chip in.</p>
<p>And saying that &#8220;you can change this&#8221; is a cop-out.  I really don&#8217;t want to rewrite the details of an established book, especially when they may be referenced in another book, or used by one of my players.
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/gaming-trends/the-devil-in-the-details/comment-page-1#comment-7902</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Tue, 27 Oct 2009 14:08:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gaming-trends/the-devil-in-the-details#comment-7902</guid>
		<description>I tend to like to place details everywhere.  I&#039;m the idiot who bothers to describe a few details about every journey, in every little boring room, etc.  I think I notated early that players started equating level of detail with importance, so I upped the descriptive level in general of my GMing as a GM defence mechanism/piece of sadistic cruelty (take your pick.)

However, the thing about the faction/class attitude thing I am very sensitive about.  My Setting was given the subtitle &quot;World of Factions&quot; by a colleague at the CBG, and in a place where pc and npcs are expecte to be members of a number of political, mercantile, religious and social groups, it ismportant to avoid overgeneralizing or creating caricature.  

Interesting thread and a good viewpoint to look through.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7902&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I tend to like to place details everywhere.  I&#8217;m the idiot who bothers to describe a few details about every journey, in every little boring room, etc.  I think I notated early that players started equating level of detail with importance, so I upped the descriptive level in general of my GMing as a GM defence mechanism/piece of sadistic cruelty (take your pick.)</p>
<p>However, the thing about the faction/class attitude thing I am very sensitive about.  My Setting was given the subtitle &#8220;World of Factions&#8221; by a colleague at the CBG, and in a place where pc and npcs are expecte to be members of a number of political, mercantile, religious and social groups, it ismportant to avoid overgeneralizing or creating caricature.  </p>
<p>Interesting thread and a good viewpoint to look through.
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