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Dictating The Dungeon: Mapping and Description
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<blockquote data-quote="Rogue Agent" data-source="post: 5931849" data-attributes="member: 6673496"><p>Worry less about precision. The idea that people can get hyper-accurate measurements on a space just be walking through a space is an artifact of playing on battlemaps for years. So, in this situation, I would usually say something like "the hall goes about 20 or 30 feet down, then there's a T-intersection".</p><p></p><p>If people want to take the time to accurately map, then we can get into more precise details: But spending that time has consequences (i.e., monsters finding you or having time to reinforce their defenses).</p><p></p><p>With that being said: If you're describing a hallway that leads into a 30' wide room, you would state the length of the hall to the entrance of the room -- not to the far side of the room. For intersections (including T-intersections) it's the same principle: You measure to where the crossing hallway starts, not to the far side of the crossing hallway.</p><p></p><p></p><p></p><p>Assuming you're entering area 9 from the direction of entrance B, probably something like: On the far side of the room you can see a couple of tunnels leading away. There's also a tunnel in the north wall, and another almost immediately to your right that looks like it might loop back to where you came from."</p><p></p><p>If they go over and look down the tunnels leading to area 10, I'd probably say something like: "It looks like they're both heading down into the same large chamber."</p><p></p><p>IOW: Don't be afraid of giving some reasonable explanation of how things seem to connect without getting bogged down into specific geometry and distance.</p><p></p><p></p><p></p><p>The generic formula works like this:</p><p></p><p>1. Describe the rough dimensions of the space.</p><p>2. Fill the space with detail.</p><p>3. Inhabitants.</p><p>4. Mention where the exits are.</p><p></p><p>Once you've mastered it, you'll ignore this formula as often as you use it. But it's useful for keeping your thoughts organized while you're still learning the ropes.</p><p></p><p>Sometimes you'll run into a situation where the best way to explain what a space looks like really is to just sketch it out. (<a href="http://thealexandrian.net/wordpress/4174/roleplaying-games/odd-in-the-caverns-of-the-thracia-part-6-the-second-session" target="_blank">For example.</a>) Grab some scratch paper, and jot it down. (Although you still don't need to worry about precise measurements.)</p><p></p><p>An example, using area 56 from the Caves of Chaos: "You throw open the door, revealing a short hallway -- maybe 10 feet or so -- emptying out into a 20 foot wide, vaulted chamber that opens up to your left." (that's the physical dimensions) "There are four crude beds, a table of scarred wood with chairs, and a shelf carved with oak leaves and stacked high with tomes and scrolls." (space filled with details) "Sitting around the table, startled by your sudden entrance, are four humans dressed in red robes with black cowls over heavy armor. Each bears the symbol of a burning spiral and a mace." (inhabitants) They can't see any other exits at the moment, but once they move a little further into the room: "It looks like another short hall leads to the door your saw further down the outer corridor."</p><p></p><p>Another example, this one using area 61: "The stairs bottom out into a dank chamber of rough-hewn stone -- about forty feet long and roughly half that wide, with the nearest corner of rotting masonry partially collapsed." (physical dimensions) "A rack, an iron maiden; tongs, pincers, skewers. Implements of torture are arrayed around a stoked fire that fills the air with a thick heat and acrid smoke." (details) "Two of the cultist acolytes look up from their grim work." (inhabitants)</p><p></p><p>And so forth.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5931849, member: 6673496"] Worry less about precision. The idea that people can get hyper-accurate measurements on a space just be walking through a space is an artifact of playing on battlemaps for years. So, in this situation, I would usually say something like "the hall goes about 20 or 30 feet down, then there's a T-intersection". If people want to take the time to accurately map, then we can get into more precise details: But spending that time has consequences (i.e., monsters finding you or having time to reinforce their defenses). With that being said: If you're describing a hallway that leads into a 30' wide room, you would state the length of the hall to the entrance of the room -- not to the far side of the room. For intersections (including T-intersections) it's the same principle: You measure to where the crossing hallway starts, not to the far side of the crossing hallway. Assuming you're entering area 9 from the direction of entrance B, probably something like: On the far side of the room you can see a couple of tunnels leading away. There's also a tunnel in the north wall, and another almost immediately to your right that looks like it might loop back to where you came from." If they go over and look down the tunnels leading to area 10, I'd probably say something like: "It looks like they're both heading down into the same large chamber." IOW: Don't be afraid of giving some reasonable explanation of how things seem to connect without getting bogged down into specific geometry and distance. The generic formula works like this: 1. Describe the rough dimensions of the space. 2. Fill the space with detail. 3. Inhabitants. 4. Mention where the exits are. Once you've mastered it, you'll ignore this formula as often as you use it. But it's useful for keeping your thoughts organized while you're still learning the ropes. Sometimes you'll run into a situation where the best way to explain what a space looks like really is to just sketch it out. ([url=http://thealexandrian.net/wordpress/4174/roleplaying-games/odd-in-the-caverns-of-the-thracia-part-6-the-second-session]For example.[/url]) Grab some scratch paper, and jot it down. (Although you still don't need to worry about precise measurements.) An example, using area 56 from the Caves of Chaos: "You throw open the door, revealing a short hallway -- maybe 10 feet or so -- emptying out into a 20 foot wide, vaulted chamber that opens up to your left." (that's the physical dimensions) "There are four crude beds, a table of scarred wood with chairs, and a shelf carved with oak leaves and stacked high with tomes and scrolls." (space filled with details) "Sitting around the table, startled by your sudden entrance, are four humans dressed in red robes with black cowls over heavy armor. Each bears the symbol of a burning spiral and a mace." (inhabitants) They can't see any other exits at the moment, but once they move a little further into the room: "It looks like another short hall leads to the door your saw further down the outer corridor." Another example, this one using area 61: "The stairs bottom out into a dank chamber of rough-hewn stone -- about forty feet long and roughly half that wide, with the nearest corner of rotting masonry partially collapsed." (physical dimensions) "A rack, an iron maiden; tongs, pincers, skewers. Implements of torture are arrayed around a stoked fire that fills the air with a thick heat and acrid smoke." (details) "Two of the cultist acolytes look up from their grim work." (inhabitants) And so forth. [/QUOTE]
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