The secret to good writing is to pay close attention to detail without making assumptions about the game world. For example, let's say you receive the following installment in your inbox:
As the dust settles, you find yourselves in a small room covered in thick cobwebs. The room is unadorned and empty, save for a large chest set below the window opposite the door you entered. The chest is quite large and made of interlocked bands of wood and metal, held together with thick iron bolts. It does not appear to have a keyhole, indicating that it may be unlocked. There is a pale light coming in through the window fron the sunset outside that reflects off of the metal bands in the chest.
One example of a bad response would be:
Sir Stephen checks for traps
This response is functional, but it does not add any sort of realism or literary value to the story. It is rather plain and simple and would likely have to be modified by the GM in order to make it sounds more interesting. Another example of a bad response would be:
Sir Stephen walks into the room confidently, examines the chest for any traps or unusual features, and upon finding the chest safe to the touch, lifts the heavy lid to reveal the contents inside to the entire group.
This response is nice and detailed and well-written but makes too many assumptions about the game world. The player is assuming that the chest is untrapped, the chest is not magically locked, and the player's search for traps was successful. These assumptions rob the GM of the ability to design the game world and add an unrealistic element to the game. A better response might be:
Sir Stephen takes a step into the room and motions to the rest of his party to remain still. He gets down on one knee and starts to examine the chest carefully for any traps or unusual features, humming to himself all the while.
This response is detailed and well-written without making any assumptions about the chest itself. It wouldn't hurt to add another paragraph to speed up the gameplay:
(If no traps are found) Sir Stephen then gets into position and tries to lift the heavy lid of the chest in order to reveal the contents inside to the group.
This addition to the response above is not necessary, but it does help to move the game along without making any assumptions. The player recognizes that if a trap is found, the second step will not occur. But if no trap is found, this avoids having to wait for another email from the player to tell the GM what he is doing next.
Like all good games, this one has a set of rules that every player is expected to follow to maximize everyone's enjoyment. The rules on this page can be thought of as the house rules, or the extensions to the game system rules that apply to this particular campaign. If you have any questions regarding these house rules, please do not hesitate to contact the GM.