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Empty Rooms, and what do they mean?
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<blockquote data-quote="Jack7" data-source="post: 5639352" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'">To me what occupies a room should be more a function of the building/design itself rather than being dictated by a version of the game.</span></p><p> </p><p> <span style="font-family: 'Verdana'">To me it's a matter of what is the locale used for, who occupies it, how much space do they need, did they build this for their own purposes, squat in an empty space, or take it from someone else? Who owns it, why, and how many owners are there and what is its actual function, to me that tells me if the room will be empty or not, and how many empty areas there are in a particular space or area.</span></p><p> </p><p> <span style="font-family: 'Verdana'">So to me that's how I figure about empty rooms. Of course you've always got the <em>Tomb of Horrors empty</em> versus <em>really empty</em>.</span></p><p> </p><p> <span style="font-family: 'Verdana'">If a room is truly empty I'm not sure there's a lot that can be done with it, unless it seems strategically located around or in a set of rooms that are far more dangerous, challenging, or menacing.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I've used a lot of seemingly empty rooms to good effect. And of course just because a room is empty doesn't mean it can't seem menacing to the players. If described in a certain way or if it is located near a dangerous area.</span></p><p> </p><p> <strong><span style="font-family: 'Verdana'">A few of the best "empty rooms" I've designed or played in (not all were <em>"empty"</em> empty:</span></strong></p><p> </p><p> <span style="font-family: 'Verdana'">There was a room that everyone in the party saw as completely empty except for a thief who kept seeing mirrors on the walls. But instead of seeing his own reflection or that of his party he kept seeing another party and what they were doing (which was creepy). Unknown to the first party there was a competitor party in the same dungeon. But the first party was spooked by the one guy who kept seeing things through otherwise invisible mirrors and I never explained why he saw what he saw or why. </span></p><p> </p><p> <span style="font-family: 'Verdana'">There was an empty room that was really a Tesseract.</span></p><p> </p><p> <span style="font-family: 'Verdana'">An empty room that was a gimbal.</span></p><p> </p><p> <span style="font-family: 'Verdana'">An empty room in which various sounds could be heard and odors smelled but other than that nothing happened. Yet players often think stuff like that must mean something.</span></p><p> </p><p> <span style="font-family: 'Verdana'">An empty room in which they kept hearing ticking but could never discover the source.</span></p><p> </p><p> <span style="font-family: 'Verdana'">A room with some dinosaur bones that convinced them there was a dragon nearby. There wasn't, but one of the occupants had discovered the bones while excavating another area.</span></p><p> </p><p> <span style="font-family: 'Verdana'">A room that was empty but if you walked to the very center of it you could see through every wall and into other parts of the dungeon.</span></p><p> </p><p> <span style="font-family: 'Verdana'">A room with tapestries in it that if you stared at them awhile would animate and play out different scenes, and if you pulled a thread from the tapestry it would start to weave itself into a new tapestry with monstrous figures that would animate and leap from the tapestry and attack the party.</span></p><p> </p><p> <span style="font-family: 'Verdana'">And an empty room that if the lights were extinguished it acted like a planetarium and star chart room (which allowed them to chart their position).</span></p><p> </p><p> </p></blockquote><p></p>
[QUOTE="Jack7, post: 5639352, member: 54707"] [FONT=Verdana]To me what occupies a room should be more a function of the building/design itself rather than being dictated by a version of the game.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]To me it's a matter of what is the locale used for, who occupies it, how much space do they need, did they build this for their own purposes, squat in an empty space, or take it from someone else? Who owns it, why, and how many owners are there and what is its actual function, to me that tells me if the room will be empty or not, and how many empty areas there are in a particular space or area.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]So to me that's how I figure about empty rooms. Of course you've always got the [I]Tomb of Horrors empty[/I] versus [I]really empty[/I].[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]If a room is truly empty I'm not sure there's a lot that can be done with it, unless it seems strategically located around or in a set of rooms that are far more dangerous, challenging, or menacing.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]I've used a lot of seemingly empty rooms to good effect. And of course just because a room is empty doesn't mean it can't seem menacing to the players. If described in a certain way or if it is located near a dangerous area.[/FONT] [FONT=Verdana] [/FONT] [B][FONT=Verdana]A few of the best "empty rooms" I've designed or played in (not all were [I]"empty"[/I] empty:[/FONT][/B] [FONT=Verdana] [/FONT] [FONT=Verdana]There was a room that everyone in the party saw as completely empty except for a thief who kept seeing mirrors on the walls. But instead of seeing his own reflection or that of his party he kept seeing another party and what they were doing (which was creepy). Unknown to the first party there was a competitor party in the same dungeon. But the first party was spooked by the one guy who kept seeing things through otherwise invisible mirrors and I never explained why he saw what he saw or why. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]There was an empty room that was really a Tesseract.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]An empty room that was a gimbal.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]An empty room in which various sounds could be heard and odors smelled but other than that nothing happened. Yet players often think stuff like that must mean something.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]An empty room in which they kept hearing ticking but could never discover the source.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]A room with some dinosaur bones that convinced them there was a dragon nearby. There wasn't, but one of the occupants had discovered the bones while excavating another area.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]A room that was empty but if you walked to the very center of it you could see through every wall and into other parts of the dungeon.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]A room with tapestries in it that if you stared at them awhile would animate and play out different scenes, and if you pulled a thread from the tapestry it would start to weave itself into a new tapestry with monstrous figures that would animate and leap from the tapestry and attack the party.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]And an empty room that if the lights were extinguished it acted like a planetarium and star chart room (which allowed them to chart their position).[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT] [/QUOTE]
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