Seabryn wrote:
So, use passive when you either can't or shouldn't (or don't want to) specify an agent.
I think we should take care to point out what kind of writing the judges are critiquing here. (I could have said "care should be taken," but someone might call me out on passive construction....) Seabryn makes an excellent point: the passive does an excellent job of obscuring the actor in a sentence. That is why the classic examples of the passive voice are apologies by politicians and press secretaries (My favorite is always, "mistakes were made.").
However, when writing an adventure proposal, or for an RPG in general, I think the author really wants to avoid obscuring things. The point is to communicate as much information to the publisher, development team, and eventually customer as quickly and clearly as humanly possible. Particularly for complicated plots, the writer and the developers want the eventual GM to be crystal clear on who is doing what to whom. The GM, on the other hand, might make excellent use of the passive voice while running the game in order to create suspense and sense of discovery for the players.
I guess what I am trying to say is that we should be careful not to paint with too broad a brush by suggesting that there is categorically good or bad writing; there are important guidelines and conventions in every writing discipline, and I think that context is important.
All that said, I think Seabryn's post is one of the most clearly articulated descriptions of the passive/active voice distinction I have ever read, and ANY kind of writer in ANY kind of discipline is going to benefit from having a stronger command of that breakdown.
That's enough mindless drivel from me. I now return you to your regularly scheduled RPG Superstar conversation.