[HN Gopher] Dungeons and Dragons taught me how to write alt text
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       Dungeons and Dragons taught me how to write alt text
        
       Author : ohjeez
       Score  : 329 points
       Date   : 2024-07-24 20:35 UTC (1 days ago)
        
 (HTM) web link (ericwbailey.website)
 (TXT) w3m dump (ericwbailey.website)
        
       | markus_zhang wrote:
       | I have heard that a DM is a full-time job, and I agree full
       | heartily after reading this.
        
         | pavel_lishin wrote:
         | As a DM, it's certainly something that's very easy to sink time
         | into. And rewarding, too!
        
           | markus_zhang wrote:
           | I agree! I'd expect my DM to have knowledge of multiple
           | worlds so that he can pull out things such as Solamnia
           | knights got caught up in a time-space torrent and appear in
           | Greyhawk.
           | 
           | I guess it takes a lot of reading and planning.
        
             | pavel_lishin wrote:
             | Oooh, you'd be disappointed by my style, I think.
             | 
             | I know the broad strokes of the D&D "canon", but I have no
             | idea who the Solamnia knights are, I can name maybe five of
             | the gods of the pantheon, and not much else.
             | 
             | I prefer to run homebrew games, personally - let the
             | players inform, decide, and deduce the world.
        
               | markus_zhang wrote:
               | Nevermind, everyone has their own style.
        
               | pavel_lishin wrote:
               | Yep. As long as everyone is at the table is having fun,
               | there's no wrong way to play.
        
               | sleepybrett wrote:
               | > Solamnia knights
               | 
               | Krynn/Dragonlance
        
             | runiq wrote:
             | Ya can't just do time/space torrents without throwing Sigil
             | into the mix. And spelljamming. And a kender.
             | 
             | (I really, really miss Planescape.)
        
               | markus_zhang wrote:
               | Yep, although I myself never played tabletop DND gamed,
               | Planescape and Return to the Tomb of Horrors are my two
               | favorite readings.
        
         | vundercind wrote:
         | It depends a whole, whole bunch on what exactly you do.
         | 
         | Custom setting with great attention to detail and an entire
         | campaign mapped out? Every possible semi-important NPC with a
         | biography and set of motivations and stats for every place they
         | might go in the whole campaign?
         | 
         | Yeah, shitloads of work, hundreds of hours, maybe thousands.
         | 
         | Or you can have a basic setting and a little town with some
         | adventure hooks, a few partially fleshed out items and NPCs, a
         | few more randomly-generated ones for roles like "shop keeper"
         | or "bar patron" when you don't have anything better, crib some
         | other setting's gods and politics and what have you, and only
         | fill more stuff in if the players take an interest. They
         | _really_ engaged with that random street juggler and are
         | already trying to figure out how she fits into the plot?
         | Well... she didn't, but now she does! Time to pick a clue or
         | hook to attach to her and put her in their path again. Only
         | write enough runway to get through the next session, and take
         | your writing  & prep where the players go. Saves tons of time,
         | doesn't necessarily make for a less-satisfying game than an
         | intricately constructed complete world (often, it's better)
         | 
         | Run a decent pre-written module? Usually not much work at all,
         | just read the whole thing once then refresh yourself on the
         | next one part before each session. Provided you're already
         | comfortable with the game and setting, anyway.
        
       | jamesponddotco wrote:
       | I've to write alt tags daily and I still suck at it, since I suck
       | at describing things (which is weird, since I write documentation
       | every day). I might start attending my friend's D&D sessions just
       | to improve on that.
       | 
       | For now, I wrote a tool[1] that uses AI to do the job for me.
       | 
       | [1]: https://git.sr.ht/~jamesponddotco/allalt
        
       | kelseyfrog wrote:
       | Related, but for me it was Dwarf Fortress. The item descriptions
       | aren't exceptionally good per se, they're auto-generated after
       | all. But they employ particularly poignant verbs[1] over more
       | adjective-heavy descriptions. Taking a cue from that style
       | dramatically improved my alt text.
       | 
       | 1. like encrusted, encircled, adorned
        
         | hyperbolablabla wrote:
         | Grammatically those are participles and are in fact technically
         | adjectives, even though they are derived from verbs.
        
           | kelseyfrog wrote:
           | Thank you! That's an excellent point.
        
         | smolder wrote:
         | I played that game for the first time not long ago and found it
         | funny how redundant statuses stack up when a creature gets
         | something on them. It's a weird thing to not have changed after
         | so many years of development.
         | 
         | Something like: Urden McUrist is covered with the blood of
         | Urden McUrist. He is covered with the blood of Urden McUrist.
         | He is covered [...]
        
           | kelseyfrog wrote:
           | It has a certain charm to it :)
        
       | nealmueller wrote:
       | The author says in the first paragraph that he used to play a lot
       | of D&D (dndbeyond.com) and now prefers Dungeon World (dungeon-
       | world.com; PDF is $6). Does anyone know why he might prefer the
       | latter? As context, I play D&D weekly, love it, and am always
       | interested in learning more. Dungeon World is designed to focus
       | on creativity and shared storytelling with simpler mechanics to
       | make the game more fluid. However, there's nothing simpler than
       | having a clear D&D rule for something like fall damage, instead
       | of having the party debate if a player survived the fall. Dungeon
       | World doesn't have fall damage calculator and instead relies in
       | the narrative, presumably from the pre-written story or DM.
        
         | ipsi wrote:
         | Most people who prefer DW would say that D&D _sometimes_ has
         | clear rules for something, but often has no rules, boring
         | rules, or rules that aren 't necessarily "fun". Combat, while
         | tactical, tends to be slow and can frequently consume a lot of
         | time in a session, plus the majority of rules and character
         | powers are focused on combat.
         | 
         | If you're playing sessions with a lot of RP, DW will have a
         | much better balance of rules:session-time, it's much easier to
         | prep for, and given how rules-lite D&D really is outside
         | combat, will probably have about the same amount of narrative
         | input. Note that it's not necessarily the "group debating if
         | the player survived", but typically the GM giving the player a
         | choice when they fail to climb the wall, like "you fall and
         | take a little damage, or you slip a little, cursing loudly and
         | alerting the enemies at the top to you".
         | 
         | Done well, it gives the players a lot more agency, and much
         | better buy-in for the story as they're now shaping it, instead
         | of just being along for the ride. I would also say that pre-
         | written narratives aren't really a thing for DW (at least, as
         | far as I know!), so it's really down to what the DM sees as an
         | appropriate penalty or choice, often phrased as "you succeed,
         | _but_ <thing>".
         | 
         | It's not really better or worse than D&D overall, I'd just say
         | that it's _much_ better suited for certain play-styles. If you
         | enjoy tactical gameplay and using miniatures, then D &D (or
         | maybe Pathfinder) are much better options. If the thought of
         | _yet another fight_ makes you want to gouge your eyes out, I 'd
         | recommend giving DW a try.
        
           | sdenton4 wrote:
           | The player choices and handling of partial success in PBtA
           | games (like dungeon world) really makes them sing. A partial
           | success leads to adding complications, which creates really
           | interesting situations.
           | 
           | The original Apocalypse World book has some really great
           | ideas on how to run a campaign, as well - very worth reading
           | for anyone who runs ttrpgs.
        
             | Karrot_Kream wrote:
             | I had played enough TTRPGs at that point that when I
             | encountered Apocalypse World that I found the advice to
             | generally just be common knowledge. But if you're new to
             | TTRPGs I highly recommend it for good advice even when
             | running traditional TTRPGs.
        
         | Retric wrote:
         | D&D has rules for fall damage that make no sense, worse they
         | encourage people to jump from extreme heights because the risks
         | are well understood.
         | 
         | In 5e players fall at 500 feet per round which works out to 57
         | MPH, take the same damage falling 30 feet onto a stone floor,
         | pile of hay, or a lake and ignore what you're carrying. The
         | temptation is to codify more realistic rules IE you fall up to
         | 500 feet in the first round and up to 1,000 feet every round
         | after that but complex rules don't necessarily add much to the
         | game and it's always going to be a massive simplification.
         | 
         | By comparison 'No Rules' just means do something reasonable for
         | the situation, arguing about it is more an issue for your table
         | not the game.
        
           | thaumasiotes wrote:
           | > D&D has rules for fall damage that make no sense, worse
           | they encourage people to jump from extreme heights because
           | the risks are well understood.
           | 
           | This has nothing on MMOs, where everybody constantly takes
           | jumps that they know will cause severe damage (say, 30-80% of
           | the amount that would kill you) because it's faster and
           | damage heals.
        
           | NavinF wrote:
           | > same damage falling 30 feet onto a stone floor, pile of
           | hay, or a lake
           | 
           | Pretty sure it's the DM's job to adjust that. Eg "You break a
           | toe from hitting the stone floor. Roll 2d6 for damage"
           | 
           | That aside, I'd say DnD is more like video games than real
           | life. Most games have minimal fall damage because it's fun to
           | jump. Also consider Mario games where you can kill an enemy
           | by landing on them, but never kys by landing on bricks
        
         | pavel_lishin wrote:
         | > _However, there 's nothing simpler than having a clear D&D
         | rule for something like fall damage, instead of having the
         | party debate if a player survived the fall._
         | 
         | It's _simpler_ , but it's not necessarily _easier_. I don 't
         | remember the rules for fall-damage, off-hand - and it's
         | certainly easier to just say, "you take 2 HP of damage" than it
         | is to dig out or start googling around for a rule.
         | 
         | I play a lot of D&D as well, and to me, it's a great framework
         | for collaborative storytelling - but that's because I'm
         | familiar with the flow of the game. That's not true for
         | everyone, and for some people, it's more fun to have fewer
         | rules and a more collaborative decision-making process.
        
           | geraldwhen wrote:
           | I don't even play DnD and I know it's 1d6 bludgeoning per
           | 10ft fall damage with some very high cap that is unlikely to
           | matter for player characters.
           | 
           | I heard it once on a podcast. Rules esoterica sticks to me
           | like glue. I'll remember 1000 of those rules before I
           | remember the name of some person in a fantasy world and what
           | exactly they were doing.
        
         | sleepybrett wrote:
         | Because a lot of these d&d alternatives are fairly cheap I
         | think it's worth your time just to buy a few here and there and
         | give them a read (dungeon world, index card rpg, blades in the
         | dark, vaesen, torchbearer, forbidden lands, not d&d adjacent
         | but I'll just also mention mothership, I'm not going to really
         | mention pathfinder here because it's very much still a fork of
         | d&d though their action system I think beats the 5e action
         | system).
         | 
         | It kinda opens your mind to what is great about d&d (for me
         | their well defined settings and a lot of expansiveness of their
         | class subclass system.. that and a ton of nostalgia, I played
         | my first game of redbox in the 80s) and where it lacks. It's
         | kind of the middle of the road game, it does a lot of stuff
         | reasonably well but some of these other games specialize the
         | gameplay in some very interesting ways.
         | 
         | Often as a group you probably aren't going to change systems
         | but, and especially if you are your groups gamemaster, a lot of
         | these little rpgs probably have very poachable rules or systems
         | that could help your game run smoother, faster or push your
         | game in new directions.
         | 
         | Pretty soon you'll end up with a shelf (or directory of pdfs)
         | of d&d adjacent books. RPG sourcebooks for games you may never
         | play, but all of those books are farmable for a d&d campaign.
         | 
         | If you are your tables 5e DM, I will take some time out to
         | promote the best 3rd party monster manual i've come accross
         | 'Flee Mortals!'. It introduces a alternative system for
         | monsters (mostly bosses) in combat called 'action oriented
         | monsters', there are some videos on youtube if you search.
         | Great book, fun systems.
        
           | Jtsummers wrote:
           | > RPG sourcebooks for games you may never play, but all of
           | those books are farmable for a d&d campaign.
           | 
           | I have purchased almost every printed GURPS 4e book and a
           | fair number of 3e books for exactly this reason. None of my
           | players have ever been interested in the system (I like it a
           | lot, but won't force it because I'd rather play a game I
           | enjoy but isn't in my top 3 systems than lose a group forcing
           | a game I really like but they hate). However, the books are
           | so well written and provide a wealth of references and ideas
           | that when running other games I've borrowed liberally from
           | them. I think I referenced some of them more than my CoC
           | books when running a CoC campaign a few years back. And a lot
           | of my OSR books are basically the same. I only ever run DCC
           | or C&C these days in the D&D-adjacent space but keep getting
           | other books and modules for other D&D-ish systems since they
           | can be ported to those systems so easily.
        
             | sleepybrett wrote:
             | Yeah i've been thinking about the dcc spellcasting system
             | and how you could homebrew it into d&d to make playing a
             | wizard a little more spicy.
        
         | svachalek wrote:
         | Dungeon World is a PBTA (Powered by the Apocalypse) game, one
         | of many games inspired by Apocalypse World. I don't know much
         | about DW in particular, other than it's an early PBTA hack and
         | not generally considered one of the better examples of the
         | system anymore, but it still has a lot of fans.
         | 
         | However, these games share a lot in common, usually including a
         | focus on Moves. The GM determines if something is a Move or
         | not. If it's a move the player gets to roll for it, and if it's
         | not a Move, it just happens. Moves tend to cover very broad
         | areas of actions and are lot less specific and nitpicky than
         | D&D rules.
         | 
         | Unlike D&D, the GM _also_ has Moves. These moves are usually
         | tailored to the particular PBTA game and generally include
         | various ways to keep pressure on the players in a way that fits
         | the theme and setting and mood of the particular game. It
         | codifies the GM 's job in a way that makes it more approachable
         | for many. D&D is among the most difficult systems to GM and it
         | leads to a shortage of people wanting to GM vs those wanting to
         | play. Experienced DMs over many years learn to be a little
         | looser and how to wing things and improvise and make the jobs
         | easier for themselves. PBTA games are designed to teach the GM
         | how to do this from the start, partly by teaching the players
         | that this is expected and correct.
        
           | artimaeis wrote:
           | Can you recommend some of the better examples of the system
           | these days?
           | 
           | I've played some Monster of the Week and read up on Dungeon
           | World. I've played D&D regularly since 2008. I like the idea
           | of the PBTA system but I've had a hard time justifying
           | leading people into PBTA games since D&D seems to have such a
           | larger ecosystem.
           | 
           | I'd like to take another stab at PBTA games, hoping that
           | looking through a system or two that you thin is a good
           | example of the system might inspire me to pick up a game!
        
             | drivers99 wrote:
             | I've been playing Ironsworn: Starforged (the sci-fi version
             | of Ironsworn with similar but not identical rules; it's a
             | solo-friendly PBTA game) for about 2 weeks, and as a
             | generally non-creative person, it is stretching my brain in
             | the best way. I can barely get my D&D 5e group to play D&D
             | 5e (it's fizzled out completely now) let alone an alternate
             | RPG so I joined a Play-by-Post game of Starforged that was
             | just starting up. You can play it solo or co-op or guided
             | (i.e. with a GM). We're playing it co-op and we're playing
             | 4 player even though the game recommends 1 to 3 players. So
             | we all have to be creative and figure out the rules
             | together (we're also on the starforged discord where we can
             | participate in discussion about the rules and ways to
             | interpret them), as well as implement the best practices of
             | play-by-post but we seem to be meshing very well so far.
             | 
             | One catch is you need more than the core rulebook. You'll
             | need the asset cards, which you can download and print but
             | it's easier to just buy the cards. (edit: or you can just
             | copy the images of the specific cards you pick for your
             | character into its own document instead.) And the reference
             | book which is spiral bound so it can lay flat might be
             | useful, although lately I've just been looking up each move
             | in the index of the main rulebook instead. There is a free
             | reference for the moves in the playkit as well.[0] I see
             | they also have a preview version of the game you can get
             | there.
             | 
             | [0] https://www.ironswornrpg.com/downloads
        
         | egypturnash wrote:
         | Ultimately a role-playing game comes down to a more organized
         | game of Let's Pretend. Some people like to add on a heavy dose
         | of recreational accounting and/or simulationism. Some people
         | just want a few light rules to give their pretending _some_
         | structure and an ample supply of narrative prompts to help when
         | invention 's running dry.
         | 
         | Does spending hours and hours looking for quirks in the complex
         | rules to make a super-powerful character that's optimized for
         | damage output per round sound like fun?
         | 
         | Does spending a few minutes picking a set of attributes and
         | getting right down to making up a story with your friends over
         | some beer and pizza sound like fun?
         | 
         | Does spending two hours working through highly detailed rules
         | to simulate about five seconds of in-game combat as part of a
         | multi-year-long campaign sound like fun?
         | 
         | Does spending two hours with simple rules that boil combat down
         | to a die roll or three and the option to alter the occasional
         | roll with a limited supply of "Wait, That's Not What Happened"
         | tokens to tell a short story with a beginning, middle, and an
         | end sound like fun?
         | 
         | Does spending hundreds of dollars on exquisitely detailed
         | rulebooks and supplements, with new editions every few years,
         | sound like fun? There's a new "2024" edition of D&D coming out
         | and it's $180 list for a bundle of the PHB, DMG, and MM in
         | physical and digital copies, maybe plus a subscription to the
         | online service for everyone in the game, maybe plus a couple
         | more physical copies of one book or another provided by the
         | players. I'm sure there'll be a bunch of pretty artwork in
         | there, I have the 5e PHB/DMG and they are gorgeous.
         | 
         | Does spending six bucks on a ten-page PDF, plus making a dozen
         | copies on the office laserjet so everyone at the table can have
         | the full rules at hand, including your brokest friends, sound
         | like fun?
         | 
         | It's perfectly valid if the expensive, complicated options
         | sound like fun to you. Sometimes complication is fun. But
         | sometimes it gets in the way of fun.
        
         | da_chicken wrote:
         | Dungeon World is a Powered by the Apocalypse game. It's both
         | ligher in rules and gives the players increased control over
         | the narrative of the game. It's a narrative TTRPG. If you've
         | played FATE or Blades in the Dark you've played a narrative
         | RPG.
         | 
         | Dungeon World is an open game and there is an SRD for it:
         | https://www.dwsrd.org/
         | 
         | In the case of falling, the GM would assign damage based on how
         | dangerous it is: https://www.dwsrd.org/playing/playing-the-
         | game.html#damage
         | 
         | Bear in mind that HP essentially doesn't scale with level. PCs
         | are likely to have an HP maximum between 15 and 25 for the
         | entire campaign.
         | 
         | If you're conscious, the GM might let you Defy Danger to
         | mitigate some of that, but you have to describe what your
         | character is doing to achieve that:
         | https://www.dwsrd.org/playing/basic-moves.html#defy-danger
         | 
         | If it was a fall from a great height, you'd just skip to Last
         | Breath: https://www.dwsrd.org/playing/special-moves.html#last-
         | breath
         | 
         | There's no specific rules for it because the general rules are
         | good enough, especially considering how often falling damage
         | actually comes up
        
         | dallas wrote:
         | You'd need to ask the author of the article.
         | 
         | I backed the original DW project and was a user of Google+ in
         | that time and place where the "Old School Renaissance" (my
         | preference) clashed with "Story Gamers" - "you see me now, a
         | veteran of a thousand psychic wars".
         | 
         | From those interactions I could say that preference for DW
         | could range from simple technical preferences to deep-seated
         | politics resulting from trauma.
        
         | lmm wrote:
         | > However, there's nothing simpler than having a clear D&D rule
         | for something like fall damage, instead of having the party
         | debate if a player survived the fall.
         | 
         | I don't think anyone's suggesting having the party debate
         | things.
         | 
         | D&D has a bunch of precise mechanical rules for combat, and
         | very few for anything else. This makes sense for a game about
         | simulating small-squad combat (which is what D&D started life
         | as), but it's not really what you want for a game about
         | narrative and roleplay. It means combat tends to take up a
         | disproportionate amount of playtime in D&D (because you have
         | all these mechanical rules, and the multiple-round system),
         | when the combat actually isn't such a big part of the narrative
         | or the fun; I've found that most successful/fun D&D groups tend
         | to skip the fiddlier rules (e.g. how many people actually
         | bother with full encumbrance calculations?) and even handwave
         | away entire combats ("you kill the goblins, don't bother
         | rolling").
         | 
         | Think about how you handle conflicts in non-combat parts of the
         | game. If you're trying to persuade the King to overrule the
         | evil chancellor or whatever, how do you do that? You certainly
         | don't have n rounds of following precise calculations and
         | looking up tables about each step of persuasion. Generally you
         | either have narrative steps towards your goal (you break into
         | the chancellor's vaults to collect the papers that prove he's
         | been embezzling, you bribe a reporter to frame him in a
         | compromising position, ...), and/or the GM decides whether your
         | ideas were clever enough to succeed, or maybe the GM assigns a
         | difficulty (modified by the previous two points) and then you
         | do one roll.
         | 
         | In my experience even people who like D&D tend to enjoy
         | sessions where they're doing stuff like that more than doing a
         | series of combats (except for the occasional powergamer type
         | who really does just want to kill as many orcs as possible for
         | 90 minutes - but if you're after "creativity and shared
         | storytelling" then you're presumably not that kind of gamer);
         | often when people look back on a campaign their favourite
         | session was one with no (or very few) combats but one where
         | interesting character moments or story developments happened.
         | (And conversely, more than once I've had a fun session where we
         | were all doing some great roleplay, riffing off each other, and
         | then we hit a big combat and everything just ground to a halt
         | as we had to dig out dice and tables and stop the story for
         | half an hour while we did a bunch of mechanics)
         | 
         | So what if you handled combat the way you handle other
         | conflicts? The GM takes narrative reasons why one side should
         | win or lose, gives the players points for creativity if they
         | come up with a good idea, then comes up with a difficulty and
         | you make one roll. Or maybe you do several rounds of that, but
         | based on the narrative flow of the combat, not just crunching
         | numbers. In my experience that makes for a much more fun,
         | interesting game.
         | 
         | (I actually enjoy, like, Mordenheim or Kill Team, which is the
         | kind of game that D&D originally was. But that's as a
         | competitive game first and roleplaying second. Detailed
         | mechanical simulation makes sense when you're competing about
         | who's better at combat. But it's a waste when you're trying to
         | do collaborative storytelling)
        
         | Karrot_Kream wrote:
         | Not everyone likes having to have rules or a table for
         | everything. For some people, they're okay with the DM
         | adjudicating a ruling and letting dice tell them whether
         | there's a success, a success with consequences, or a failure.
         | Personally that's not for me except in certain small doses, but
         | I'm more of a GURPS player than a D&D player, which is its own
         | different play style altogether.
        
         | ecshafer wrote:
         | Different rpg systems provide different experience with their
         | rules. Dungeon World is much better than DnD at providing a
         | cinematic experience that just feels loose and fun. Even if you
         | want a lot of clear rules, D&D is a really bad game at that,
         | and there are better systems (Gurps does that and plays much
         | faster for example). My favorite system in Burning Wheel which
         | is great at bringing out character development and pushing the
         | story forward really focused on what the characters are
         | striving for.
        
         | bcrosby95 wrote:
         | > However, there's nothing simpler than having a clear D&D rule
         | for something like fall damage, instead of having the party
         | debate if a player survived the fall.
         | 
         | There is no party debate. The person running the game figures
         | out what they think is most reasonable. If you think that's a
         | lot of trust, it is, but it's necessary for a smooth running
         | game.
         | 
         | As an aside, even rules light games I play has a rule for fall
         | damage. But even DnD 5e doesn't have rules for falling onto
         | softer surfaces. What if you fall on 10 foot thick foam? What
         | about 1 inch thick foam? Into a bush? What if I use create food
         | to create a pool of bread at the bottom of a cliff we're
         | climbing so if someone falls they take less damage?
         | 
         | Do we need fall damage rules for everything players could fall
         | on? Are you going to tell a player that falling on a stone
         | floor is the same damage as falling on a 10 foot thick piece of
         | foam?
         | 
         | Tabletop RPGs shine on the edges because no computer, much less
         | a set of mechanical rules written for humans to understand, can
         | account for every situation. And even if they did, you wouldn't
         | want to spend 10 minutes looking up every rule anytime someone
         | did anything.
        
       | hinnisdael wrote:
       | Great advice: describing things in order of importance.
       | 
       | Most people intuitively describe images from foreground to
       | background or left to right, a bit like they are mentally
       | completing a checklist of all the things to describe. As
       | correctly noted by the author, describing by importance first has
       | the added benefit of allowing screen reader users to skip
       | irrelevant/uninteresting images early.
       | 
       | Compare:
       | 
       | Torn-up painting in a gallery, observers standing in front of the
       | work.
       | 
       | vs.
       | 
       | Gallery interior, people standing in front of a painting with
       | visible damage.
        
         | dyauspitr wrote:
         | The first sentence leads me to imagine a torn up painting and a
         | group of people clustered around it.
         | 
         | The second sentences leads me to imagine a large gallery space
         | with high ceilings with a smattering of people in front of one
         | of the paintings.
         | 
         | Both ways have their pros and cons. Describing the space first
         | lets the reader paint a setting for the eventual object of
         | interest.
        
           | pimlottc wrote:
           | That's true, but consider the context; this isn't a novel,
           | it's functional text for someone who is probably trying to
           | accomplish a task. A user in a hurry might skip part way
           | through the second description and be misled to thinking the
           | photo was just a normal picture of a gallery.
        
             | dyauspitr wrote:
             | Absolutely true in the context of the article ie alt text.
             | I was speaking more universally.
        
             | lupire wrote:
             | What task are they trying to accomplish with a picture of a
             | torn up painting?
        
               | pimlottc wrote:
               | Who knows? Insurance adjuster, private investigator, art
               | historian, security consultant...
        
           | jmilloy wrote:
           | I think GP is a great comment with a poor example, because I
           | agree that the resulting images in my mind are quite
           | different, but they don't inherently have to be due to the
           | order things are described in.
        
         | rcarr wrote:
         | I think of this in cinematic terms. The first sentence is going
         | to start with a shot of the painting, then it will either cut,
         | zoom or dolly out to reveal the crowd. Whereas the second shot
         | starts with the wide angle of the gallery and then does the
         | opposite. Each has a slightly different effect on the scene and
         | the audience.
        
         | the_other wrote:
         | > Most people intuitively describe images from foreground to
         | background or left to right
         | 
         | I've heard there are cultural biases to this ordering. Some
         | cultures tend to describe the background or scene first. The
         | example I read about identified Japan as an "outside in".
         | 
         | I've been encouraging my kid to use "outside in" or "context
         | first" in their descriptions with me, mainly because they suck
         | at giving context. I doubt I'd have known about it if I hadn't
         | read that about Japan.
         | 
         | Would love to hear from a Japanese person on this.
        
           | LorenPechtel wrote:
           | I can't speak from a Japanese perspective, but there's
           | definitely a specific-to-general or general-to-specific
           | nature to languages.
           | 
           | "If you can get it in the next 60 seconds there's a million
           | dollars in the jar in the back right of the second shelf of
           | refrigerator." My wife is Chinese, she works from a general-
           | to-specific worldview and I would be surprised if she could
           | follow those directions in the time limit.
           | 
           | Flip it and say "If you can get to it in the next 60 seconds
           | there's a million dollars in the refrigerator, on the second
           | shelf, in the back right, in a jar." and she would have no
           | problem with it.
           | 
           | We focus on the specific, build up the image of it's
           | environment and then paste it into the world. She refines the
           | world so all the references are left hanging until the whole
           | sentence is complete and that's probably enough to confuse
           | her. We just find her approach to feel odd but we can still
           | follow it much better than she can follow ours.
        
       | RheingoldRiver wrote:
       | The _First Law_ trilogy by Joe Abercrombie starts with a
       | fantastic inversion of this writing advice that sets you up for
       | the tone of the entire series 's humor, I highly recommend it!
        
       | arscan wrote:
       | I have great trouble writing good descriptions of products I
       | build at work (I'm in software). Often I find there are just too
       | many possible ways for me to describe the thing that I get
       | stuck... and inevitably end up with descriptions that simply
       | aren't very effective. It just seems really hard to flatten an
       | inherently multifaceted or complex thing into a linear narrative.
       | 
       | This topic is slightly different than this post, but there seems
       | to be some useful advice that is applicable to my particular
       | problem. I can "see" what my product is, but can't really
       | describe it well. Next time I'll try to focus on what's important
       | first... which of course sounds obvious, but isn't how my brain
       | seems to want to describe things.
       | 
       | Is there any other reading out there that people would recommend?
        
         | dallas wrote:
         | I use the "pyramid format". Conclusion first. Main points with
         | little explanation next. Explanation of main points after that.
         | Details last. That way someone can stop reading at any point
         | and still have a complete view at some level of detail.
        
           | jyunwai wrote:
           | This approach is also known as the "Minto Pyramid." The
           | website "Untools" has a well-written webpage that explains
           | this: https://untools.co/minto-pyramid/
           | 
           | Untools itself also inspired some good discussions on this
           | forum (2020, 137 comments):
           | https://news.ycombinator.com/item?id=23339830
        
             | dallas wrote:
             | Nice link, thanks! I was put on to this by someone who had
             | done defence work in their past. They used the "Concept of
             | Operations" for their preferred document style which I also
             | like.
        
           | bux93 wrote:
           | Some people find that determining what the conclusion is, is
           | difficult to begin with. Or that there are many conclusions.
           | And, how do you present those details? Chronologically?
           | 
           | A helpful techniques I've picked up (that some people
           | absolutely hate); write down the individual statements on
           | post-it notes. That way you can reshuffle. What would the
           | story look like if A is 'the conclusion'? What if we start
           | off with B? What does it look like if we present the
           | supporting evidence chronologically? What if we present it in
           | a more layered way? ("the colonel couldn't have done it, as
           | on the day of the murder, he was in another city")
           | 
           | Another tip is for the introduction, the lead up to the
           | conclusion; start with listing the facts that are common
           | knowledge, then the fact that raised the question to be
           | answered; then you reach the conclusion. (E.g. Every week,
           | grandma bakes a pie and leaves it to cool in the window. Last
           | week was no exception. But when she went to retrieve the pie,
           | it was half-eaten! The culprit was the cat!) This setting the
           | scene can give the reader some context. In a real-world
           | example, the known facts might include your company's
           | strategy or objectives, underscoring why people should care
           | about your advice.
        
         | jyunwai wrote:
         | Though this isn't a specific reading, there is a useful habit
         | you can try out: you can start to regularly read well-written
         | newspaper articles, because a focus of written journalism is to
         | break down complex issues into understandable stories. These
         | can provide exemplars for how to approach your own writing.
         | 
         | Consider a recent article in the Financial Times about rising
         | sea temperatures [1][2]. The topic is vast and complicated,
         | which is perhaps relatable to your perspective, yet it's the
         | job of the writer to produce the linear narrative that you
         | mentioned. How does the writer do this?
         | 
         | ---
         | 
         | The article presents the key idea up front with a headline
         | ("The dangerous effects of rising sea temperatures"), and then
         | adds context with a sub-headline ("Scientists are increasingly
         | concerned that the world's oceans are approaching the limits of
         | their capacity to absorb heat").
         | 
         | To ease the reader into the topic, the author then begins by
         | focusing on a human subject by writing: "In 30 years of
         | studying the oceans, Matthew England has learnt to understand
         | their irregular yet constant rhythms -- the cycles of wind,
         | temperature and atmospheric changes that interact with the
         | masses of water covering most of the Earth's surface.
         | 
         | The author continues: "But what he has seen in the past 15
         | months has shocked him. Global sea surface temperatures have
         | reached and stayed at record levels, fuelling heatwaves and
         | melting sea ice. Temperatures in the north Atlantic waters he
         | has been studying, including around the UK and Ireland, were
         | described last year as "beyond extreme" by the EU's Earth
         | observation service."
         | 
         | The author later "zooms out" as a narrative technique--similar
         | to the one described in the submitted article--that provides
         | wider context for the problem that the interviewee is
         | describing by presenting cases of natural disasters.
         | 
         | To get deeper into the subject, the author then includes
         | perspectives from various other researchers who study the
         | phenomenon, and then dives deeper into competing theories about
         | the immediate causes behind these environmental changes.
         | 
         | ---
         | 
         | So, in your context, you could begin describing how your
         | software tool solves some problem by describing a human user
         | who is facing a specific yet common issue that is frustrating.
         | After the reader then grasps what the problem is, you could
         | write about how your software tool fixes the problem.
         | 
         | But this is just one approach of many. Another author might
         | have taken a "lede-nut graf" [3] approach, where the bottom-
         | line conclusion is put in the first sentence as the "lede,"
         | followed by the "nut graf" of a paragraph providing additional
         | context and motivation to read the rest of the article. With
         | this approach, you could skip the focus on a human user, and
         | instead jump right into a sentence that claims your software
         | tool solves a specific problem (especially if the problem is a
         | well-known one).
         | 
         | One of the best methods I've found to get better at a
         | particular skill is to immerse yourself in high-quality
         | exemplars of what you're trying to do. Even without taking
         | notes, you can naturally pick up lessons from what you're
         | experiencing. For this reason, a habit of reading well-written
         | articles could help with your own ability to describe
         | complicated concepts in a way that's more accessible.
         | 
         | [1] Link:
         | https://www.ft.com/content/76c3747d-f068-467a-98f9-4ed687dcb...
         | 
         | [2] Gift link (viewable up to three times):
         | https://on.ft.com/3LJJmBT
         | 
         | [3] More on nut grafs:
         | https://www.theopennotebook.com/2014/04/29/nailing-the-nut-g...
        
         | taormina wrote:
         | https://www.advancedfictionwriting.com/articles/snowflake-me...
        
       | dallas wrote:
       | I often print out my D&D maps (say, from a scan of one I've
       | drawn), transcribe important features on to it using coloured
       | pens and run the game from that. Whitespace and simplicity is a
       | feature here... "photo-realistic" maps with stone textures and
       | artistic doodles get in the way of usability.
        
       | lovegrenoble wrote:
       | I've recently been working on a web-based tool designed to make
       | 
       | character creation in DnD easier: https://tabletopy.com/fantasy-
       | character-generator.html
        
         | voidUpdate wrote:
         | Character creation is hard? Also I'm not sure this is entirely
         | accurate. I generated an elf druid (the type I just created one
         | of manually) and it gave me one less language than I should
         | have, no wild shape, which feels pretty important for a druid
         | character, one less spell than I should have and no actual
         | details about what the spells do mechanically. Also I don't
         | recognise half these classes from 5E, were they in an earlier
         | edition of the game? And where's all my skills?
        
       | vonnik wrote:
       | I grew up next to, and a couple years younger than, someone who
       | is now a famous novelist and singer-songwriter. In our childhood,
       | he was renowned in the neighborhood as a dungeon master. He rode
       | the theater of the mind as far is it would take him.
       | 
       | The advice in the magazine reminds me of the inverted pyramid
       | structure of classic reporting. Most important first, assume that
       | the reader could stop reading after any sentence, so make the
       | most of each phrase.
       | 
       | https://en.m.wikipedia.org/wiki/Inverted_pyramid_(journalism...
        
         | looping8 wrote:
         | I think they are the same thing, the magazine just put it in
         | fun language so the reader would be more interested.
         | 
         | This structure is why I don't like those ridiculous interviews
         | where it starts with "the actor sits in his home with [long
         | description of furniture], wearing [long description of
         | clothes], he sips coffee from a [long description of mug]". I
         | just want the interview, I understand that the actor is living
         | somewhere and wearing something, it does not matter.
        
           | orojackson wrote:
           | > This structure is why I don't like those ridiculous
           | interviews where it starts with "the actor sits in his home
           | with [long description of furniture], wearing [long
           | description of clothes], he sips coffee from a [long
           | description of mug]". I just want the interview, I understand
           | that the actor is living somewhere and wearing something, it
           | does not matter.
           | 
           | While I agree with you that I find this style of writing
           | commonly found in the entertainment section of a weekend
           | piece to be very grating, I would argue that this still
           | follows the bottom line up front. For the audience that these
           | pieces are geared towards, the important part is whether the
           | actor passes the vibe check or not. The latter part of the
           | interview itself is not too important because it is mainly
           | promoting whatever the actor wants to promote in the piece.
           | 
           | For instance, "the actor sits in his home with [long
           | description of furniture]" describes how they keep their
           | home's interior stylistically. What the actor wears shows how
           | good their fashion sense is. Sipping coffee from a fancy mug
           | shows how wealthy they are and/or shows the morning vibe they
           | would exude on a good day.
        
           | sharkjacobs wrote:
           | Why are you reading a lifestyle interview with <entertainment
           | celebrity> if you don't care about their life and how they
           | live? What content in this interview do you care about?
        
           | vonnik wrote:
           | That's true. The interesting thing is how D&D creates
           | branching trees of inverted periods, scene by scene and
           | character by character.
           | 
           | In great fiction, IMO, there's usually something big that you
           | are not certain of yet that makes it propulsive. Sometimes
           | it's "which hard choice will the character make in a given
           | scene?" D&D offloads that decision to the players.
           | 
           | With journalism and I guess alt text, you have one big
           | inverted pyramid, and then a recipe for sentence structure
           | that attempts to pack all the relevant facts in for each
           | node. It's actually trying to front-load how it eliminates
           | the unknowns.
           | 
           | https://en.wikipedia.org/wiki/Five_Ws
        
         | Obscurity4340 wrote:
         | Like an abstract
        
       | jonathanlydall wrote:
       | This is actually important for _all_ professional communication
       | (maybe with an exception of marketing), if you want the best
       | chance of getting what you want from the person you 're
       | communicating with, get to the point within the very first
       | sentence, even if it's just a high-level summary, you then have
       | the person's complete attention and can elaborate further.
       | 
       | If you don't get to the point quickly, people might think it
       | doesn't really apply/matter to them and ignore it.
       | 
       | This became very obvious to me when my day job for a few years
       | was responding to customer service requests over email for World
       | of Warcraft. I would often find myself skimming all the useless
       | (quite literally) pretext as quickly as possible scanning for
       | what their _actual_ problem was.
       | 
       | Stereotypical example of a poor email from a customer:
       | 
       | > Last night I finished the raid with my guild where we downed
       | the Lich King. Then this morning I went to school where my
       | friends and I also talked about WoW, then when I got home,
       | everything seemed normal, I turned on my computer, logged on and
       | entered my password, but it didn't work, then I went to the
       | website and used the password reset, then I tried to log on and
       | it said my account was locked, then I checked my email, and it
       | said my account is locked and I need to contact Blizzard...
       | 
       | At which point I stop reading and I'm thinking " _finally_ , I
       | see why he's emailing us".
       | 
       | To be fair, these emails are often from adolescents who
       | understandingly do not yet have the experience to do effective
       | communication (which is actually an additional interesting aspect
       | of customer service for a computer game compared to services
       | which are only taken up by adults, but I digress).
       | 
       | I now work as a software developer for a startup and often have
       | to interact directly with clients, and when I communicate with
       | them, I _always_ make sure to have my desired  "call to action"
       | (even if only summarised) within the first sentence.
        
         | HansardExpert wrote:
         | > At which point I stop reading and I'm thinking "finally, I
         | see why he's emailing us".
         | 
         | I never like to discourage 'too much' information because
         | frankly 'end users' don't know what they need to tell us in
         | support (that is kind of what our job is right?). I'd much
         | prefer the above than just 'it won't let me log in' - where
         | there maybe context that I'd want.
         | 
         | I spend more time asking follow up questions (without being
         | able to provide even a modicum of solution) in many cases, I
         | try to couch my 'questions answering questions' reply with why
         | I am asking (more typing and explaining) when users don't give
         | me chapter and verse, even if it is mostly 'puff'.
         | 
         | > I now work as a software developer for a startup and often
         | have to interact directly with clients, and when I communicate
         | with them, I always make sure have my desired "call to action"
         | (even if only summarised) within the first sentence.
         | 
         | But that is _after_ they have emailed you right? You cannot
         | summarize anything until you actually have them tell you what
         | is wrong, no matter how long takes them. So yes summarize in
         | the first sentence is always useful and if you don 't kow the
         | solution (yet) it never hurts to admit that and say something
         | like, 'but we can try X or see what Y is doing as that will
         | help me understand the issue in more detail' etc.
         | 
         | Customer Support is hard work sometimes, now try doing it with
         | someone who doesn't speak your language very well ;)
        
           | bluGill wrote:
           | The problem is all too often users have no clue what is
           | useful information. Mechanics hear a lot about the color of
           | the car making a funny noise, but nothing about where the
           | noise seems to come from or when it is heard, nor do they get
           | told when the last time the transmission oil was changed even
           | though that might be a useful clue.
        
           | jonathanlydall wrote:
           | > I never like to discourage 'too much' information because
           | frankly 'end users' don't know what they need to tell us in
           | support (that is kind of what our job is right?). I'd much
           | prefer the above than just 'it won't let me log in' - where
           | there maybe context that I'd want.
           | 
           | I agree that more information is sometimes better, but
           | elaborate only _after_ stating the core issue. For example,
           | if you 're emailing a provider about being overbilled. Start
           | your email with "I'm writing to you because I have been
           | overbilled and would please like this addressed", _then_ you
           | lay out your case with all the facts that you think could be
           | relevant. But don 't start with a whole bunch of facts
           | because the service agent won't yet be in the correct context
           | to know which facts are relevant until after they know what
           | problem you're trying to have solved.
           | 
           | > But that is after they have emailed you right? You cannot
           | summarize anything until you actually have them tell you what
           | is wrong, no matter how long takes them. So yes summarize in
           | the first sentence is always useful and if you don't kow the
           | solution (yet) it never hurts to admit that and say something
           | like, 'but we can try X or see what Y is doing as that will
           | help me understand the issue in more detail' etc.
           | 
           | Sorry, I wasn't entirely clear, but for this part I was not
           | referring to responses to customer service requests, but more
           | for proactive reach outs initiated from our side towards
           | trying to ensure customer retention and (at the moment) we're
           | more of a B2B product so we feel this is worth doing.
           | 
           | As "random" reach outs by a supplier are not always
           | appreciated, we always try to offer something of
           | value/relevance when doing so, with the first sentence being
           | something like "Hi <person name>, We've recently done
           | <something to our product which we feel is relevant to you>,
           | I was wanting to check if this would be useful to you?". I
           | can then perhaps elaborate further on the potentially useful
           | thing to them and also close by stating that I would be happy
           | to do a video call to go through it in more detail if they
           | would like.
           | 
           | What's particularly noteworthy here is that I did a "call to
           | action" which would be low effort on their part, namely to
           | "please at least reply to let me know if this is useful" in
           | the very first sentence. This is actually a bit of a
           | psychological trick where because the recipient has been
           | directly asked to do something in particular, they're more
           | likely to continue reading towards doing this and engage.
           | 
           | Once we started it on our side, I also started to notice that
           | I see this trick very often to my own inbox from completely
           | cold contact direct marketers, their first sentence often
           | ends with something to the effect of "would <time and date>
           | work for you for us to discuss further?", I don't engage with
           | these completely cold contacts, but I see exactly what
           | they're trying to do.
        
         | seanhunter wrote:
         | Absolutely. I once did a "how to communicate effectively for
         | executives" course and the guy who ran it said his advice for
         | anyone from a scientific/technical background was to write the
         | long thoughtful email explaining everything. Cut and paste the
         | last paragraph with your conclusion to the top. Make any minor
         | changes in wording you need. Add (preferably within the first 2
         | sentences) any action you want the person to take or something
         | saying you don't expect them to do anything you're just telling
         | them some information you think they will find useful and
         | (hopefully) why.
         | 
         | His point was that technical people tend to want to produce an
         | argument with all the information etc and then get to the
         | conclusion. Business people typically will read the first
         | paragraph and sigh because they don't know what the email is
         | expecting them to do[1]. Then they go on to doing something
         | else and tell themselves they'll come back to it when they have
         | time.
         | 
         | [1] Especially not knowing whether the email is just for
         | general information or there is a specific action the recipient
         | needs to take.
        
           | jonathanlydall wrote:
           | > technical people tend to want to produce an argument with
           | all the information etc
           | 
           | Yes, I was thinking after my comment I should bring this up
           | too, you've said it possibly better than I would have.
        
         | joe_the_user wrote:
         | Just a quibble,
         | 
         | In a business situation, with a motivated person, state the
         | action you want quickly and then give whatever needed details.
         | 
         | In a business situation, with an unmotivated person, state the
         | problem quickly and then the action needed for solution (or the
         | reason this is the needed action and then the action, etc).
         | 
         | In a story telling situation, you can draw out the scene
         | setting 'till when you state the problem until the final result
         | is suitably dramatic ("For just a second, the mist parts and
         | the rust-red scaly snout of a red dragon can be")
         | 
         | That why I can't get the author's idea D&D helps with business
         | questions. As a DM, I describe the environment neutrally and
         | don't give my players action bullet points 'cause it's their
         | job to come up with those (and if I do their job for them, they
         | lose out).
        
           | LorenPechtel wrote:
           | I think his point is a priority-first ordering, rather than
           | either a general-to-specific or a specific-to-general
           | ordering. Most people do one of the latter two.
        
       | myself248 wrote:
       | Likewise, I've long encouraged people to compose the email first,
       | then come back and summarize the most important part into the
       | subject line. An email with a subject of "question" might just
       | get deleted out of annoyance.
        
       | AgentOrange1234 wrote:
       | Great advice. In my last homebrew campaign, the characters were
       | insane and in a mental hospital. For box text, I purposely broke
       | the bottom-line-up-front rule and had them, e.g., fixate on
       | random irrelevant things as the danger built towards them. It was
       | wonderfully effective at reinforcing the "you have trouble
       | processing reality" aspect of the campaign. So unless you _want_
       | your audience confused and disoriented, put the important part
       | first!
        
       | VagabundoP wrote:
       | I've been running D&D/TTPRGs for my group for 35 years at this
       | point - with a few life breaks here and there - and its genuinely
       | taught me so many skills that are usefully in life.
       | 
       | Its an heady mix of things that really will stretch your mind in
       | many ways at once. I love them. All kids (of all ages) should try
       | them a few times.
       | 
       | For the record I've nearly always run TotM except when for some
       | very complicated things that really need that extra tactical
       | oomf.
        
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