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In my experience, descriptions that are largely or entirely noncinematic are at least as common as cinematic metaphors during game. I often hear players describing smells, tactile sensations, internal monologues, thoughts and dilemmas in ways you don't really get in movies. Mechanics can also be descriptive metaphors that are effectively unique to games - like the time Jim Crocker described a villain moving to seduce my character as 'a hard move', saying something about what was happening in a way you couldn't get in any other kind of fiction. I think the ability to move back and forth between literary, cinematic and mechanical modes of description (among others) is one of the things that can make ttrpgs vivid and exciting!

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Picturing the version of cinematic/theatrical narration that's all behind the scenes focused, "thunder go. lights to 60." https://www.youtube.com/watch?v=XqE-mGI5OaM

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