Vortigern said:
What could seem like 'atmosphere' to one can certainly seem overly gratuitious <sp?> to the next. As the case may be.
Obviously. Thus, this discussion.
But, that's how we play. That's how I run a game. The plots get complicated, and if a rated R or rated X scene will serve my story, then I do not hesitate to include it.
Sometimes making the players uncomfortable with description and story-telling is exactly what I want. For example, one time I was trying to get the players to hate--and I mean really HATE--orcs in a D&D game. This was years ago (back before 3.0 came out). The orcs had been raiding their villages, burning them to the ground, stealing children, killing everyone else.
But, the players seemed to take it in stride. I felt I wasn't doing a good job of making the orcs any different than your standard two-dimensional action-fare baddies (like the Nazis in Indianna Jones).
So, I pulled something out of my GM hat-o-tricks. As they were scouting the orcish border, I had them come across another burnt out villiage--but, in this one, the orcs weren't done.
The players heard screams. One of the buildings wasn't burning, so they looked there. Inside, they found these orcs holding a 14 year old human girl, naked, beat to a pulp, spread eagled with a hairy, slobbering orc holding each limb as another of the orcs was raping her.
That did the trick.
No longer were my "bad guy" orcs just like the Nazi baddies in Indianna Jones. My players went ballistic. They were appalled. They were disgusted.
Not an orc survived.
And, after that, it was war...truly WAR with the orcs.
The intensity of my game jumped through the roof. One of my players told me, "My God, you're the best GM I've ever played with because I truly, truly hate those orcs. I want the entire lot of them dead. Genocide."
For me, that type of description is only a tool. I use it for atmosphere and emotional reaction.
Like any story, the goal of a good rpg story is to grab players' emotions. It this type of thing is what is needed to do that, then I won't hesistate.
Because, typically, the results are golden. I mean, you can't pay players to be that interested in your game.
When you get them "there", you've got them.
To me, that's what good GMing is all about.
Telling a good story.