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GnomeLackey's avatar

Biggest issue for me is the description text for a keyed room. It’s so hard to cut down the prose. I like my descriptions haha. I guess the “kill your darlings” applies. Would love to get your opinion on a free dungeon I’m making for Shadowdark.

J. Claypool's avatar

I get it!

The description is the fun part!

But, when I’m a GM, I don’t want a big prose description when my players walk in a room. I just need a few bullet points!

I’d be willing to take a look at it! Send me a link!

GnomeLackey's avatar

I haven’t published yet but it is laid out and done. If you send me an email I can toss it your way. Appreciate it!

J. Claypool's avatar

Alright! Sent you a message in Substack chat.

John Laudun's avatar

First, this continues to be an amazing project you've embarked upon, and I can't wait to assign some of these essays to students in my narrative games course in the fall. I had already planned a discussion of design and layout, but you have really led the way here.

As someone who is also a big fan of white space—and trust me I say I have seen it absolutely murdered way too many times—sometimes crowding it isn't necessarily a bad thing. I would rather, for example, turn to a page spread crowded with information than to one that was had two half pages of text and two overly large illustrations, especially when the illustrations are mostly vibe-driven. (To be clear, I understand this is a preference not a rule.)

What I like about what you are doing here is making it clear the readability matters and that you arrive at readability through several dimensions: prose that is both clear about the game mechanics but also evocative of what the game is about, layout that makes the structure of the text (and thus of the game) clear and easy to reference (especially during that first play), and design that reinforces all of these things, from choices of type face to thinking about non-textual elements.

Thanks again!

J. Claypool's avatar

Thanks for the kind praise. Let’s keep in touch! I think we are on the same design wavelength… and I have a feeling you could teach us all a ton!

It’s funny. You said “I would rather, for example, turn to a page spread crowded with information than to one that was had two half pages of text and two overly large illustrations, especially when the illustrations are mostly vibe-driven.” That doesn’t really bother me. However, I just read a negative review of Free League’s Blackpowder and Brimstone, and the writer lists that critique: too little text/just pics.

J. Claypool's avatar

Oh that’s right! I forgot you taught that class. I got to lead a mini-term class in January on Narrative Game Design as well. I was super impressed with what my high school students created in 3-4 days.