king_ghidorah
First Post
Primal said:Hmmm... it might work -- depends on which style of play your players prefer. Yet I fear that 4E is pretty much doing away with "dungeon dressing" (minor details, traps, items, treasure, monsters, hand-outs, etc.) .
And to disagree with mr. Wyatt: I *do* think empty rooms have their place in any dungeon -- you don't always need to have a monster or a "challenge" in a room to make it feel exciting. If my PC finds a hidden pouch of coins, a torn piece of map a mysterious rune scrawled on the floor or in an otherwise empty room, I'm usually excited.
And you need empty rooms so that the "Encounter Areas" and action would feel more special -- i.e. exploring the "empty" areas usually builds up tension very effectively. I remember one particular dwarven delve which had lots of empty chambers (actually most of them very "empty" of both monsters and traps), but then there were many that contained a lot of minor (i.e. "unimportant") details (such as runes and statues) and hidden caches (one even contained a magical shield). Although it took us four or five sessions to completely explore the place, none of us felt bored, because the whole place had felt heavy with tension and ancient history.
Once upon a time, when I first started playing D&D 26 years ago, I might have said exploring empty rooms built tension because we didn't really know what would happen, and the way we played was so random that anything could have happened. As I have gone from teen age to creeping into middle age, I have to disagree with you. Encountering empty rooms one at a time is a waste of my time. Perhaps it's the fact that I don't game for hours every week, perhaps it's the fact taht I'm more jaded, perhaps it's the fact that I expect my games to be more like fiction and less like some weird exploration of disjointed fantasy, but if I played in a game where we wandered around some empty rooms until something happened, I probably wouldn't pla in that game for very long.