Here's two examples of a thing I've not seen discussed much:
I played a game of Cold City recently. The GM described the group entering a train yard, and didn't describe the yard (which wasn't necessary at the time). So I imagined a mix of Black Mesa and City 17 from Half Life
. Dusty, narrow, light from above somewhere.
A little while later, he sketched a map and described some more. Wide, damp, more rust. Almost completely different to what I'd imagined, apart from the trains. So I revisualised the place. Nothing I'd previous imagined needed to be discussed. I clarified a couple of wee details. I'd not done anything I 'couldnt' have. And the other players' actions and descriptions still fit.
A few weeks back, I played Dirty Secrets. One player was fond of, and good at narrating detail. The detail seemed almost tyrannical - before we knew a character, the player had defined them too much
. It was also, for me, an uncomfortable amount of specificity - my brain turned off because it didn't have to visualise.
So what's going on in these two cases? And what examples do you have of the former, in particular?