Personally I would describe what will effect the players or where you want the players to go. A old dm trick if you describe one door in detail in a hall full of nondescript doors they will normaly pick that door.
Right, it's not like throw away the setting, but the delivery of the setting should largely be contextual and in the background details of the game as played. Sometimes this is derisively called "fluff" but it's more like finding the right word economy in narrating the action of the game that gives the players the feeling they are in the world.
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Jander Sunstar is the thinking person's Drizzt, fight me.
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Personally I would describe what will effect the players or where you want the players to go. A old dm trick if you describe one door in detail in a hall full of nondescript doors they will normaly pick that door.
Right, it's not like throw away the setting, but the delivery of the setting should largely be contextual and in the background details of the game as played. Sometimes this is derisively called "fluff" but it's more like finding the right word economy in narrating the action of the game that gives the players the feeling they are in the world.
Jander Sunstar is the thinking person's Drizzt, fight me.