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Empty Rooms, and what do they mean?
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<blockquote data-quote="Wik" data-source="post: 5639342" data-attributes="member: 40177"><p>In earlier incarnations of D&D, random dungeon design tables suggested the majority of rooms in a dungeon would be, in fact, "empty", with perhaps only a few pieces of dungeon dressing kicking around. </p><p></p><p>Conversely, in 4th edition and Pathfinder, empty rooms are much less common. Pathfinder specifically states to "avoid empty rooms" as they "Clutter the map", whereas 4th edition published adventures very rarely have empty rooms at all (as dungeons are really just strings of encounters). </p><p></p><p>Sandboxers and "simulationists" love them, as they give the setting an "air of versimilitude", while "gamists" and the like avoid them because "they're just a waste of time better spent doing something". </p><p></p><p>Some GMs have empty rooms be precisely that - rooms devoid of any features. Others jump on the chance to throw in a bit of detail and occasionally reward exploratory/curious PCs with clues or small treasures.</p><p></p><p>Where do you stand on the issue? Do you use a lot of empty rooms? What do you think their role (if any) is in D&D? Does this opinion change depending on what side of the GM screen you are on? </p><p></p><p>And, most importantly, what are some of the most interesting "empty" rooms you've come across in your gaming career?</p></blockquote><p></p>
[QUOTE="Wik, post: 5639342, member: 40177"] In earlier incarnations of D&D, random dungeon design tables suggested the majority of rooms in a dungeon would be, in fact, "empty", with perhaps only a few pieces of dungeon dressing kicking around. Conversely, in 4th edition and Pathfinder, empty rooms are much less common. Pathfinder specifically states to "avoid empty rooms" as they "Clutter the map", whereas 4th edition published adventures very rarely have empty rooms at all (as dungeons are really just strings of encounters). Sandboxers and "simulationists" love them, as they give the setting an "air of versimilitude", while "gamists" and the like avoid them because "they're just a waste of time better spent doing something". Some GMs have empty rooms be precisely that - rooms devoid of any features. Others jump on the chance to throw in a bit of detail and occasionally reward exploratory/curious PCs with clues or small treasures. Where do you stand on the issue? Do you use a lot of empty rooms? What do you think their role (if any) is in D&D? Does this opinion change depending on what side of the GM screen you are on? And, most importantly, what are some of the most interesting "empty" rooms you've come across in your gaming career? [/QUOTE]
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