There is a difference,[@Superboy], between saying "Wizards are studious souls who use magical reagents and implements, words of power, and strange gestures to evoke a wide variety of magic." to set the tone of just how said magic works rather than spell all of it out for players every single possible detail and rule of it. It is not terribly hard for a reader to then use external and topic sensitive context to determine just what is meant by the word "wizard" in this case. If there is a failing, it is on the reader's behalf or the context of the rest of the world is not being presented sufficiently. If something is so unclear it can be revisited with examples. The other issue you defined later with clashing themes and understandings falls under one universal failure of most players, thread owners too at times, and that is communication, as well as the fact that said characters should be vetted in the long run. The former is the fact players should be obligated to question things they do not understand and or work directly with the Game Master to formulate a suitable outcome. Likewise, a Game Master [i]should[/i] reject any character, as the latter superhero example, if it does not fit the theme. The matter I am speaking to is not some general summarized history, it is the habit of defining [i]every[/i] major event in history and outlining the content of each individual element. Again, let me repeat this another way, this is the difference of giving the general history of the world and writing several paragraphs of extremely specific events for each element; the story itself versus a synopsis. Only certain characters should be privy to certain information, spelling it all out grandiosely in the interest check or out-of-character section is the issue I take. For the last example, if said player is so unfamiliar to their own character and hasn't defined loosely anything at all about what they can or cannot do, or has fallen into a game where a Game Master would impose such a penalty, perhaps they should look for another game. Harsh as that may be, individuals have their own responsibilities. It is not that difficult to summarize a fireball as, "A spell that creates an explosion in a small area with magical flames. It can reach a medium to long distance but has no pressure to its detonation." To loosely encapsulate just what it does, leaving the rest to be defined in the game. Again, let me reiterate, my issue stems from those topics - which are in no short supply as of now - that feel the need to define everything in their world. No less. I am fairly certain this cliche is not likely to disappear soon as I believe the issue to be firmly nested in the idea that in order to be "grand and epic", many are under the illusion that more is more, when less is more in some cases, particularly fantasy.