This lens, obviously, will be applied mostly to the story content itself.
The Art of Game Design suggests the following ways to capitalize on having the player (reader in this case) use their imagination versus being provided detail: only detail what you (as the writer) can provide well, give details the imagination can use (this applies mostly to helping the reader understand the story's world and its characters as well as serve the plot - similar to
elegance), not providing detail to what is already familiar to the reader, providing detail mostly just at the beginning (the author calls it the "binocular effect" in comparison to the use of binoculars at sporting events) and giving details that inspire the imagination (similar to
character). In short, use details wisely to encourage the imagination to do most of the work.
What must the reader understand to engage with the NeS?
The reader must understand that the world of NeS, while highly familiar (perhaps arguably even more so than the real world),
is a world of fiction -- a world run by laws of story convention over physics that many of its inhabitants are aware of to varying degrees (sometimes as certain sciences or faiths). This means that conflicts often arise on a more meta-fictional level than anything else. Since many of our modern "myths" rise from comic books, movies, video games, and the like, the NeS in turn is also filled with heroes and villains of that nature (it may not be a coincidence that romances and speculative fictions remain strong in print media as well).
The reader must also understand that the story's character (full of "flaws" in plot-holes and moments of comic absurdity) is what largely matters. The story's strength doesn't lie in presenting mysteries to be solved, scenes of action to marvel, romances to unfold, horrors to fear, information to educate, philosophies to ponder, fantasies and futures to speculate, or even perhaps primarily scenes of comedy or drama to laugh or cry -- the story's strength lies in simply "living" out any of those possible scenes as true to its character as it can be. It is not the letter of its plot that should grab the reader, but the spirit of its character... and its spirit tends to be a bit funny in more ways than one.
Can some element of imagination help them understand it better?
To understand the meta-fictional story-world of NeS, having the story in print form helps immensely with this. Specifically, though, besides the traditional methods used for any story, showing the 'physical laws' of NeS as story convention that depend on being perceived (or not) to increase their probable strength may help as well; if perception (not 'facts') are made critical to understanding how the world of the NeS operates, it will encourage them to depend on imagination as well.
To understand the 'character' of the NeS, I think the best venues of imagination would be to villainize "plot" and facts. This is NOT to say that plot would be unimportant -- on the contrary, villains are often the driving force of any story, and the NeS should be no different (the "big bad" of the original NeS thread was wisely made into the Ever-ending Plot). It's simply to tell the reader "stop trying to make sense of the details, because that's bad, and instead free your imagination to perceive its spirit, which is good."
What high-quality, realistic details can we provide in the NeS?
In theory, anything that any of the writers feel knowledgeable enough in writing can be provided with high-quality, realistic details. However, high-definition details should probably be best left to agents of conflict and antagonism (see the point above to villainize plot) as well as left to traditional moments that call for details (such as the suggestions made at the beginning of this post).
What details would be low quality if we provided them? Can imagination fill the gap instead?
In practice, most of us writers are amateurs, not terribly learned in many varied practices, worldly affairs, or other experiences to draw from. This is fine, though, as we should probably be opting to be as frugal with details as possible anyway, since imagination is good. Since the NeS is heavily dialogue-driven in any case, and subtext is the rule of dialogue, imagination is fundamental in writing for the NeS. This
can require a high mastery of when to use detail, though -- as I've said before, writing for the NeS is easy to learn but hard to master.
Can I give details that the imagination will be able to reuse again and again?
I hope so! In some cases, a single word is enough (Krig the
Viking,
Janitor Bob, The Ever-ending
Plot, the
NeSword,
wielding the story). Details that would be the most helpful for reuse include details for character appearance, behavior and speech.
What details do I provide that inspire imagination?
Admittedly, even with the goal of being economical with detail, probably not much (with the possible exception of dialogue to provide subtext). I think the
first post of the
In Search of Opportunity story-arc does a competent job of knowing when to use detail in some cases (though it admittedly "cheats" in part by using the strength of its Internet medium via hyperlinks).
What details do I provide that stifle imagination?
I don't think details have ever stifled the imagination of a reader for the NeS. If anything, what details have been provided probably just don't have as much impact as they should. The possible exception, again, may be dialogue, in that there may often be times where it does not foster subtext or even the character of the NeS.
Please get imaginative with your comments, questions, criticisms, and analyses of your own!