tag:blogger.com,1999:blog-7523400322614390676.post2764639379965380826..comments2023-05-18T05:17:14.863-04:00Comments on Matt's Megadungeon: 5 Senses Room DescriptionsPsikonetichttp://www.blogger.com/profile/04907109219513672843noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-7523400322614390676.post-63689311075940132812011-02-25T15:22:25.563-05:002011-02-25T15:22:25.563-05:00@xwd: I like the idea of having call outs for the ...@xwd: I like the idea of having call outs for the classes that aren't demi-human, they have enough advantages as is, right? Delvers, like you said, are pros at dungeons and tomb robbing so they'd know details other classes wouldn't and the same could apply to other classes as well. Something I'll have to try going forward.<br /><br />@MyrddinWyllt: Well the description wouldn't be "boxed text" so the DM is under no compulsion to read any of it. I'd describe the room the best I could in all five senses and the DM can use as much/little as he wants. Having the option there for detail in even the empty rooms means those players that want to drink in every detail can do so, but because it's not a "forced read" for the DM, he can skip it if he knows his players wouldn't care. Yes the same could be said about any dungeon and it's description, but I'd rather side on having more details available to ignore rather then leave it to my decision of what rooms, sections, etc. aren't important enough for full descriptions.Psikonetichttps://www.blogger.com/profile/04907109219513672843noreply@blogger.comtag:blogger.com,1999:blog-7523400322614390676.post-80491855493612677402011-02-25T14:21:59.636-05:002011-02-25T14:21:59.636-05:00This has to be handled carefully. If every empty r...This has to be handled carefully. If every empty room in a dungeon has a long, detailed description, the players will get bored with it. If ONLY the interesting rooms have these sorts of descriptions, players will learn that those are the ones with fun stuff and ruin surprises.<br /><br />It's not a bad idea, and one I always plan on doing when I run games, but never get around to.MyrddinWyllthttps://www.blogger.com/profile/07436125262855967865noreply@blogger.comtag:blogger.com,1999:blog-7523400322614390676.post-39910557736650186102011-02-25T00:04:37.725-05:002011-02-25T00:04:37.725-05:00I forget about sense other than sight and sound al...I forget about sense other than sight and sound all the time, to be honest. Sometimes I remember taste, but it's usually no more than "totally amazing" when I do mention it. ("This sammich is totally amazing! The guy who made it is awesome.") I'm on board with it, but then again I'm the one who has to sit there listening to it, not the guy who has to read it before tweaking it for his group.<br /><br />Also it might be cool if you talked about the various things that other classes might take interest in. Delvers are probably interested in the estimated market value of everything shiny, for example. Because in my mind it makes sense to give every class something fancy instead of just two. It doesn't need to be something that gives them an advantage while going through the dungeon (i.e., relative room heights means there's probably a secret door here!), it's something to make the world seem more alive to them. Just a thought, you don't need to go anywhere with it.xwdhttps://www.blogger.com/profile/12373103637718319653noreply@blogger.com