However appalling to consider, however tedious to enact, every novel requires furniture, whether it is to be named or unnamed, for the characters will be unable to remain in standing position for the duration of the story.
While the story about the hunt for bin Laden has been exhaustively reported and the key sources and witnesses are in agreement about the main points of the narrative, of course, it's still possible that we could learn new details about the story that would add to the narrative.
In a crime story, the details become tremendously important - where the staircase was in relation to the bed, for example.
One of the interesting things about 'Saw' is that you don't find out about things in sequential or linear order. One of the things that fans have liked a lot is, we don't forget about details. They come back and reveal themselves as the story evolves.
Setting is the bedrock of your story. If you choose a real-world backdrop, be certain you get your facts straight.
No matter what kind of writing you do, it's always the details that make the story.
I like those kinds of songs that have details that you remember and that have stories that mean something and that open up into different levels philosophically. I like those kinds of movies, and I like those kinds of books.
I love exploring the characters that I play, but the reason I sign on for something isn't the details of the story but the universal message.
I love all of it, thinking up the plots, getting to know the kids in the story, their parents, backyards, pizza toppings.
Short stories can be rather stark and bare unless you put in the right details. Details make stories human, and the more human a story can be, the better.
All the stuff I love most in game storytelling is never the big-picture stuff; it's the stuff that feels like curlicues, stuff that's just there because it's a game and because you can do it.