Ah, but in tabletop (and interpersonal real-time communication, and even in scripts and novels), you as the writer aren't trying to respond to an earlier post and THEN try and add something to advance the story at the same time. If FOTR had been written in a PBP format, speeches would have been longer.
(Additionally, it's disingenuous to compare a movie script to PBP posts...a movie script ONLY describes the dialogue and the bare minimum of actions, because the director is going to clarify all of those points over the course of shooting. Same with theater...if a character doesn't specifically say it in the script, it's open for interpretation by the director.
Since the closest thing PBP has to a director is the GM...who has better things to do than go through and provide descriptive details to everyone else's dialogue...it falls to the players to 'color' (not literally, in this case) their posts with information about how they say something, what they do as they speak, etc etc. Different medium, requiring specific conventions in order to operate smoothly.)
This does, however, highlight how those who come to PBP gaming from a theater/screenwriting background have different priorities, generally speaking, in the process of composing a post than those who come from a background as a novelist (as some of the earlier examples have included three words of dialogue and easily triple that many words describing action or tone). I started out writing novels and short stories...then spent over 5 years working with a playwriting professor as his TA (when I wasn't one of his students). I'm still working on getting to the point where my writing isn't all about the dialogue...because that makes for a pretty dry read, after a while.
People have different approaches to it, based on what they're used to--either in terms of what they've written, or what they're used to reading. But PBP has unique requirements...largely due to the fact that you're trying to move a story along at an accelerated pace and you aren't the only one writing it (other factors may come into play, but those largely vary according to the specific game in question). I logged on tonight and in one game, my first post had to address details from four other posts between my last post and the one I wrote tonight--and it couldn't just answer questions, it needed to answer those posts AND add some momentum to the narrative. I got it posted and had to write another post, less than half an hour later, that had another three posts to respond to. In that particular game, I can't accomplish that with a short snippet of dialogue and nothing else...at least, not at this juncture in the game (there have been points where I've had totally relevant posts that consisted of little more than
quote:
"Take him out," Rex said in an icy tone.
(Note: character name has been changed to maintain some vague semblance of anonymity.)
But when my character is responding to an operative in the same room that he's in, acknowledging a subordinate who's also in the same room, and maintaining radio communication with an associate who's currently engaged in combat, a lot has to be said, or else I have to spam with a bunch of brief posts.
This also happens to be one of the games I'm in where there are players who have a hard time processing a lot of text (one guy gets lost if he's asked to read paragraphs that are more than four lines long). Coloring the dialogue, along with making sure anything that involves me addressing his character is done in short, easily-processed paragraphs, makes his game-play far more enjoyable (and, coincidentally, less frustrating for the rest of us because we aren't having to reinterpret every third post for him in the OOC thread.)