DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
I'm going to state my position up front: I like boxed text. I know this goes counter to prevailing opinion, but let me explain.
I think the problem most people have with boxed text stems from a misunderstanding of game process. The current zeitgeist surrounding boxed text was outlined per Courtney Campbell in a post that compares using boxed text vs. not using it:
Style 1 (Boxed text):
-> DM reads and talks simultaneously ("The Dungeon Master opens the book and reads the passage. He's looking at the book.")
-> Players listen and follow-up ("The players are trying to focus on what he's saying. The players then ask questions.")
-> DM reads and answers ("The Dungeon master then must reference blocks of text to find the answers to the questions.")
- Style 2 (No boxed text):
-> DM reads ("The Dungeon Master looks at the rooms keywords")
-> DM talks ("then looks up at the players and describes the room in his own words and fashion.")
-> Players listen and follow-up ("When the players investigate")
-> DM reads and answers ("the Dungeon Master then scans the form for keywords to discover what the players find")
Do we not see how the processes are the same? Sure we can use crafty words to try and downplay things (is "scanning" not just reading quickly? Does looking at rooms and keywords not also count as "opens the book and reads the passage"? Would the players not "try and listen" to anything the DM says, boxed or no?), but he is still ultimately saying that both processes are identical, time and effort-wise. If anything, not using boxed text is demonstrably worse, because the DM has to read, digest, and then talk, and not do everything at the same time!
What Courtney (and others) I think fail to grasp is that boxed text does not just orient the players to the room, it also orients the DM to it. Not only that, but it bypasses the need for the DM to "digest" the room ahead of time - they can just read and go, learning as they inform. The DM is reading the same text he is giving to the players; he is getting all the same information at the same time. There's also nothing that says keywords can't appear in boxed text - the DM isn't "bolding" his speech; the bolding is just as functional in a box as it is out of one. Keywords are still a thing with boxed text, one does not exclude the other.
I think the problem is that most adventures just don't do it right. The boxed text is too long, or it doesn't tie into the interactivity of the room enough, or it lacks proper keywords/referencing, or it prioritizes the wrong things. This is bad boxed text, but it's not proof that boxed text is bad.
Example to follow (didn't want to get too long and refuse to post up).
I think the problem most people have with boxed text stems from a misunderstanding of game process. The current zeitgeist surrounding boxed text was outlined per Courtney Campbell in a post that compares using boxed text vs. not using it:
I find this rationale specious, not least because there is seemingly no functional difference between the two styles. If I abbreviate both "styles" above, it comes out to this:Here's a contrast between the two styles:
-The Dungeon Master opens the book and reads the passage. He's looking at the book. The players are trying to focus on what he's saying. The players then ask questions. The Dungeon master then must reference blocks of text to find the answers to the questions.
-The Dungeon Master looks at the rooms keywords, then looks up at the players and describes the room in his own words and fashion. When the players investigate, the Dungeon Master then scans the form for keywords (instead of a block of text) to discover what the players find.
Style 1 (Boxed text):
-> DM reads and talks simultaneously ("The Dungeon Master opens the book and reads the passage. He's looking at the book.")
-> Players listen and follow-up ("The players are trying to focus on what he's saying. The players then ask questions.")
-> DM reads and answers ("The Dungeon master then must reference blocks of text to find the answers to the questions.")
- Style 2 (No boxed text):
-> DM reads ("The Dungeon Master looks at the rooms keywords")
-> DM talks ("then looks up at the players and describes the room in his own words and fashion.")
-> Players listen and follow-up ("When the players investigate")
-> DM reads and answers ("the Dungeon Master then scans the form for keywords to discover what the players find")
Do we not see how the processes are the same? Sure we can use crafty words to try and downplay things (is "scanning" not just reading quickly? Does looking at rooms and keywords not also count as "opens the book and reads the passage"? Would the players not "try and listen" to anything the DM says, boxed or no?), but he is still ultimately saying that both processes are identical, time and effort-wise. If anything, not using boxed text is demonstrably worse, because the DM has to read, digest, and then talk, and not do everything at the same time!
What Courtney (and others) I think fail to grasp is that boxed text does not just orient the players to the room, it also orients the DM to it. Not only that, but it bypasses the need for the DM to "digest" the room ahead of time - they can just read and go, learning as they inform. The DM is reading the same text he is giving to the players; he is getting all the same information at the same time. There's also nothing that says keywords can't appear in boxed text - the DM isn't "bolding" his speech; the bolding is just as functional in a box as it is out of one. Keywords are still a thing with boxed text, one does not exclude the other.
I think the problem is that most adventures just don't do it right. The boxed text is too long, or it doesn't tie into the interactivity of the room enough, or it lacks proper keywords/referencing, or it prioritizes the wrong things. This is bad boxed text, but it's not proof that boxed text is bad.
Example to follow (didn't want to get too long and refuse to post up).