Isn't it just the hardest? After I work really hard with plot hooks and maps and encounter design, now I have to decide what color the carpet is?
But it's kind of important. I dumped my players in a really cool puzzle dungeon, but they just got confused, because it was a series of similar-shaped symmetrical rooms. I needed to put some landmarks in those rooms to orient them. I ended up improv-ing the room contents, but it turned out pretty bad, because I would forget my own descriptions of what was in the rooms. And they were kind of non-memorable. "Uh, there's a desk." "What's in the desk?" "A piece of paper in the company letterhead." "What's on it?" "It's blank." "Oooooh."
Actually, that part turned out pretty fun. I might bring that paper back someday with a secret message.
One thing that does help me a little is the newer/modern map-making software like Dungeon Draft (+ additional mods with more items). They are all limited in terms of what graphic assets exist to put things into a room... but, when you have the items available on a side bar, and you are looking at that empty room, scrolling through them can help you figure out "what belongs in this space." As a result, I think my dungeons may be better "dressed" than they would without that.
I still don't do as great a job as I could with sounds, smells, etc, though. I tend to be visual in both design and description.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
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Isn't it just the hardest? After I work really hard with plot hooks and maps and encounter design, now I have to decide what color the carpet is?
But it's kind of important. I dumped my players in a really cool puzzle dungeon, but they just got confused, because it was a series of similar-shaped symmetrical rooms. I needed to put some landmarks in those rooms to orient them. I ended up improv-ing the room contents, but it turned out pretty bad, because I would forget my own descriptions of what was in the rooms. And they were kind of non-memorable. "Uh, there's a desk." "What's in the desk?" "A piece of paper in the company letterhead." "What's on it?" "It's blank." "Oooooh."
Actually, that part turned out pretty fun. I might bring that paper back someday with a secret message.
One thing that does help me a little is the newer/modern map-making software like Dungeon Draft (+ additional mods with more items). They are all limited in terms of what graphic assets exist to put things into a room... but, when you have the items available on a side bar, and you are looking at that empty room, scrolling through them can help you figure out "what belongs in this space." As a result, I think my dungeons may be better "dressed" than they would without that.
I still don't do as great a job as I could with sounds, smells, etc, though. I tend to be visual in both design and description.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.