2015-03-16 Writing a Dungeon Key
Ramanan Sivaranjan recently wrote a blog post about Dwimmermountâs Room Descriptions and started a discussion about room descriptions on Google+. The things that got discussed:
Dwimmermountâs Room Descriptions
- If you like to read a dungeon in order to get into the groove, to get a feeling for the thing, you might want to like long and elaborate room descriptionsâbut not I!
- If you had studiously extended your vocabulary into ever more eclectic subject areas as a child reading Gary Gygax, you might like fancy words in your room descriptionsâbut not I!
- If you liked traps and wanted your players to detect and disarm traps by interacting with the environment instead of rolling dice, you need more information about trapsâand I agree
- If you have noticeable things (large statues, dangerous monsters), make them stand out, put them at the beginningâand I agree (I like to use bold or color codes to make paragraphs and pages easy to skim)
- But that doesnât mean I need more words, such as the material of the floor or walls, unless itâs relevant
- But I do agree that generic things are worse than nothing: âmystic symbolsâ is a wasted opportunityâalchemical symbols? astrological symbols? elven symbols?
- Sometimes a bullet list works well, but recently I stopped using them in adventures I type up because they take up a lot of space; I want dense text with important stuff highlighted by bold typeface or color highlighting. I also think rooms should not contain more than three or four âthingsâ. This is too short for a list.
Ramanan said that D&D modules needed to be written in Hemmingwayâs style. Thatâs something I totally agree with. Rafael then proved the point by providing this gem:
That summer, we journeyed into many dungeons. We went down into the Crypts of KhaxaâMuuanda and the Forgotten Tomb of King Rheghrad and the Ossuary and the Cave of Dragons that was neither truly a cave, as it was a cleft in the mountains, nor did it have any dragons inside it, for the demons had driven them all out, and there was no gold in there either, damn it. That summer we visited them all, and we drank our healing potions in the sun and we slept on thin sheets on stone floors and thought ourselves lucky.
There are brave adventurers and there are foolish adventurers, but there are no old adventurers, because it is the kind of job that puts a man in the hot seat and then he makes a mistake, which is his last.
I walked away from that life, and I think of it every day, and my life now is no good, but then, what is?ďťż
â Rafael Chandler (ibid.)
In the same thread, Gus provided a very long description of a room and asked us all to rewrite it (ibid.). Hereâs mine:
3 *thouls* (_stats here_) will attack intruders; *one more* (Gorzog) will drop from above with +4 on the second round. Gorzog may *surrender* and tell enemies how to activate the dry *alabaster fountain*.
Amidst cracked bones stand five *sarcophagi*, four smashed, one still intact. Above it rotates a *blue jewel* in a shaft of magical light (1000gp). The intact sarcophagus contains the mummified remains of *Buffo the Stuntysmasher*, according to its goblin inscriptions. The jewel is a treasure of the *Mold Mountain Dwarf* clan and they will take offense if the jewel is sold instead of being returned to them.
The *walls* of this burial chamber are covered in chartreuse grave moss sigils; *read languages* reveals prayers to Yeenoghu in his guise as overlord of ghouls.
When the conversation turned to other megadungeons, I said the following:
- As its editor, I really liked Stonehellâs terseness and felt that the intros at the beginning of levels were too long. (Review by Bryce Lynch.)
- As a referee, Iâm enjoying The Castle of the Mad Archmageâs terseness.
The Castle of the Mad Archmage
The reason I think I like terseness is because I donât care about long descriptions when reading, when playing or when running the game. At the same time, the joy I find at the table usually involves monsters interacting with players, the things they know, the things they say, the friends they have, and so on. I havenât yet seen a megadungeon that takes much of this into account in its descriptionsâŚďťż
â#RPG â#Megadungeon
Comments
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Some nice tips here. It is indeed a challenge to create a key that is both robust enough to be of value at the table, and yet economic enough to be usable.
â Tad 2015-03-17 16:30 UTC
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Thanks. đ
â Alex Schroeder 2015-03-18 07:02 UTC